Pokemon 5th Edition - Gen I & II
Pokemon 5th Edition - Gen I & II
Disclaimer
Based on the orginal game by Satoshi Taijiri
© Game Freak © Nintendo Company Inc.
We do not claim ownership of anything related to Pokémon or Dungeons and Dragons. Please support the original source
No profits are made from the release of this supplement
Most images in this supplement are free, non-commercial use from FreePNG.com, PNGimg.com, FreePNGLogos.com
All others are credited below image.
Pokémon images in Stat Block section come from bulbapedia.bulbagarden.net
Inspiration and Ideas from: Pokémon Tabletop United, Pokérole, Sakutian from trulyoutofcharacter.wordpress.com
Special Thanks
To the members of the "You Meet in a Tavern" Discord for your support and playtesting
To R1bs99 and especially John K. Walz Jr. for their assistance in completing the Stat Block section
Made with homebrewery.naturalcrit.com
Ideas/Concerns/Questions?
Join our Subreddit! http://reddit.com/r/Pokemon5e
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Cheerleader:
Trainer Paths You have the ability to inspire those around you. At level 9,
There are many ways and reasons to train Pokémon, ranging once per combat, you may use an action to boost all allied
from a desire for adventure to a wish to learn more about Pokémon with inspiring words. Until your next turn, you may
them. At the 2nd level, depending on your long term goals, add your CHA modifier to all allied attack rolls OR damage
choose one of the following paths: rolls OR AC.
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is
Your goal is to become one of the strongest trainers in the returned in kind. When you reach level 15, your Pokémon
world, and so you excel in battle. All of your Pokémon gain a have advantage on saving throws against negative status
+1 bonus to their attack and damage rolls. effects.
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to your Wisdom modifier. You may assign these to any You wish to learn more about Pokémon and the secrets that
of your Pokémon to be added to a single attack or damage they hold within. Due to your heightened understanding of
roll. You replenish your pool of battle dice at each long rest. your Pokémon, you may increase any skill check your
Pokémon makes by your trainer's Wisdom or Intelligence
Tactical Mastery: modifier. You must choose which at the time you choose this
Certain trainers choose to excel in one area, utilizing it to its path.
fullest potential. When you reach level 9, choose to increase
all of your Pokémon’s speed by 10, increase their STR by 1, Analyst:
increase their DEX by 1, or increase their CON by 1. A keen mind allows you to discern details about a Pokémon
others might overlook. At level 5, you can make a DC 12
Rapid Switching: Investigation roll as a bonus action to determine a Pokémon’s
When you reach level 15, you can recall and release Pokémon level and identify one of its abilities as determined by the DM.
as a bonus action.
Evolutionary Expert:
Hobbyist At level 9, your understanding of the secrets behind Pokémon
evolution allows you to excel the process. The level required
You choose to dabble in a variety of skills to take care of your for your Pokémon to evolve is reduced by 1. If you have any
Pokémon as it suits the current situation at hand. Whenever Pokémon that would be past evolution level when you gain
you capture or collect a new Pokémon, choose two of its this, you can choose to evolve them now.
abilities to increase by 1.
Professor:
Versatile: At level 15, you are an expert in your field. Once per combat,
At level 5, you gain a number of skill dice (d6) equal to your choose a Pokémon and make a DC 12 INT rollas as a bonus
WIS modifier. You may assign these to any of your Pokémon action. On a success, you identify all four of its known moves.
to be added to a single skill check or saving throw. You In addition, you learn that target's weak spots, granting +2 to
replenish your pool of skill dice at each long rest. all attack rolls against the Pokémon.
Many Faces: Pokémon Collector
At level 9, you may select a feature of any of the other trainer
path as long as it requires level 9 or lower. Your fascination with all the different types of Pokémon of the
world drives your need to collect them all. Gain proficiency in
Pokéball Crafter: the Animal Handling skill.
At level 15, at each long rest, you can gather enough natural
materials to craft an Ultra Ball. Gotta Catch ‘Em All:
At level 5, you are extremely practiced in the art of Pokémon
Poké Mentor collecting. Add 2 to all future attempts to catch a Pokémon.
You have a nurturing touch and a skill for mentoring Careful Catching:
Pokémon to bring out the best in them. Choose a TM under At level 9, any Pokémon you catch instantly are healed of
$3500 to add to your inventory. their status ailments and have full health.
Pokéchef: Disciplined Strikes:
You excel at creating meals for your Pokémon, seemingly out At level 15, you have trained your Pokémon to hold back or
of nothing. At level 5, you are frequently prepared with some unleash power when necessary. When damaging a Pokémon
sort of edible treat for Pokémon, granting 2d4+2 hit points enough to cause it to faint, you can choose to bring it to 1 HP
when given as an action. You can use this feature twice per instead.
day.
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2. Catching Pokémon
Catching Pokémon, much like in the original game, is crucial
to your success as a Pokémon trainer. There are several rules Throw Pokéball
to follow when catching Pokémon: Casting Time: 1 action
Range: 60 feet
A trainer can hold no more than their Pokéslots allow. If a Components: Pokéball
trainer’s Pokéslots are full when a Pokemon is caught, the
trainer must choose one Pokemon to send to their PC. You hurl a Pokéball at a wild Pokémon in attempt
to capture it. Make an Animal Handling skill check.
A Pokéball is destroyed on a failed catch attempt. You have advantage on the throw if the Pokémon is
A caught Pokémon retains its level, all status effects, and poisoned, restrained, asleep, burning, confused,
current HP at the time of the catch. paralyzed, or frozen.
It is impossible for a Trainer to catch a Pokémon greater
than their current level. The DC to catch a Pokémon is equal to: 8 +
A caught Pokémon is given the minimum amount of Pokémon’s Base CR (rounded down) + Pokémon
experience for that Pokémon’s level to start. level + Remaining HP / 10 (rounded to nearest 1)
A fainted Pokémon cannot be caught.
Catching a Pokémon give 1/5 the normal XP. Note: Bonuses are added to your throw depending
on which type of Pokéball you use. See the item list
There may be Pokémon in the wild that are friendly and for the different types of Pokéballs.
happy to join you in your adventures. For those that need a
little more coaxing, the mechanics of catching a Pokémon are
much like casting a spell that everyone knows.
For Example
You are a Level 5 Trainer and want to capture a level 3 Pikachu (Base CR 1/2). The DM knows you have knocked its health down to
15/18, and your Bellsprout has poisoned it. The DM would calculate your DC to capture it as:
Starting value: 8
+ Pokémon CR: 1/2 rounded down = 0
+ Pokémon Level: 3
+ Current HP / 10: 1.5 rounded = 2
= 13
You would have to roll a 13 or higher on an Animal Handling check to capture the Pikachu with a regular Pokéball, and have advantage
because the Pikachu is poisoned!
Note: It is at the discretion of the DM to reveal any information regarding the DC to capture Pokémon, but the player should at
least know whether or not the chance is impossible due to level constraints.
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3. Pokémon Care
Active Pokémon Pokémon Nature
At all times, a trainer must have an Active Pokémon. This Each Pokémon has their own personality - their own wants,
Pokémon stays outside their Pokéball and roams around with needs, likes and dislikes. Taking care of your Pokémon
the trainer to socialize and help with skill checks. In battle, means building a trusting relationship with them and
they are the first one to fight until switched out. At the end of accepting them for who they are. As such, any Pokémon you
battle, they resume status as the Active Pokémon. A trainer come into contact with has its own Nature that effects their
can switch out their Active Pokemon at any time, except ability scores and sticks with them for their entire life. The
immediately before entering a battle. If this Pokémon faints, following table can be used by the DM to randomly give
the trainer must choose a new Active Pokémon at that time. Pokémon a nature with a roll of a d20. When you choose your
Pokémon, like trainers, are proficient in various skills. starter, you may choose any of the following with their effects.
Outside of battle, a Pokémon may “help” their trainers,
granting advantage on one of the trainer’s skill checks as long d20 Nature Effect
as the Pokémon is proficient in that skill.
For example: Ash has chosen Pikachu as his active 1 Reckless +2 Strength, -2 Dexterity
Pokémon. Pikachu is proficient in Acrobatics and 2 Rash +2 Strength, -2 Constitution
Persuasion. If Ash has to use either of this skills, he is given
advantage on the roll. 3 Brave +2 Strength, -2 Wisdom
4 Cocky +2 Strength, -2 Charisma
Healing 5 Skittish +2 Dexterity, -2 Strength
There are three ways to heal your Pokémon. 6 Hasty +2 Dexterity, -2 Constitution
7 Energetic +2 Dexterity, -2 Charisma
Bring them to a Pokécenter.
Take a long or short rest 8 Clumsy +2 Dexterity, -2 Wisdom
Give them potions or food. 9 Apathetic +2 Constitution, -2 Dexterity
Pokécenters: 10 Stubborn +2 Constitution, -2 Wisdom
Pokécenters are small hospital-like facilities that can heal 11 Grumpy +2 Constitution, -2 Charisma
your Pokémon to full health and recover all PP in less than 12 Relaxed +2 Constitution, -2 Strength
30 minutes. Free for those with Trainer Licenses, they can be
found across the world in abundance. 13 Careful +2 Wisdom, -2 Strength
14 Curious +2 Wisdom, -2 Constitution
Rests: 15 Naughty +2 Wisdom, -2 Charisma
Long rests take at least six hours and refresh all Pokémon 16 Cheerful +2 Charisma, -2 Strength
health, statuses, and PP.
Short rests can be as little as a half an hour and recover an 17 Sassy +2 Charisma, -2 Dexterity
amount of health equal to the number rolled on a Pokémon’s 18 Dumb +2 Charisma, -2 Wisdom
hit dice. PP is not recovered on short rests, and short rests 19 Hardy +1 AC, -2 Dexterity
do not revive fainted Pokémon.
20 Nimble + 1 AC, -2 Strength
Potions/Food:
Perishable items can be given to a Pokémon as an action to
instantly restore hit points or temporarily increase abilities.
Bonding
Bonding with your Pokémon is an important part of any
trainer’s routine. At each long rest, you have the ability to take
special time to bond with your active Pokémon. Bonding with
a Pokémon can take the form of practicing, eating together,
playing games, or simply just enjoying one another’s
company. Bonding with your Pokémon has two main benefits
that last until your next long rest:
The Pokémon gains an additional 10 temporary hit points
The Pokémon gains 1 point of inspiration
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Loyalty
The bond between a Pokemon and its trainer is not always stable; It can ebb and flow as the two parties interact with one another.
In Pokemon 5e, the relationship between a Pokemon and its trainer moves through various level of Loyalty. These levels each have
different effects on the ability of a Pokemon, how well they listen to you, and even whether or not certain Pokemon can evolve.
Ultimately, the Loyalty level of a Pokemon is determined by the DM. Examples of raising loyalty may include bonding with a
Pokemon multiple times, seeking out snack and foods that the Pokemon enjoys, winning a particularly difficult battle, etc.
Lowering loyalty may involve catching a Pokemon in an undeserving way, leaving a Pokemon in the PC for too long, allowing a
Pokemon to faint from poison instead of healing it with antidote. The extremes of the loyalty scale should be more difficult to
reach than the levels closer to Neutral. Rarely should Pokemon reach -3 or +3 without extreme circumstances.
The following table describes the effects of each Loyalty level:
Lvl Emotion Effect
-3 Disloyal Disloyal Pokemon want nothing to do with their trainers. They despise being owned and consciously go
against their trainer's wishes at all times. Pokemon at this level add -3 to any saving throw they make. In addition,
before activating a move, must roll higher than an 18 on a d20 roll or lose their turn.
-2 Angry Angry Pokemon genuinely dislike their owners. They are hard to control and go against their trainer's wishes if
it does not align with their own. Pokemon at this level add -2 to any saving throw they make. In addition, before
activating a move, must roll higher than a 10 on a d20 roll or lose their turn.
-1 Unhappy An unhappy Pokemon stays with their owner, but would leave if they could. They hold no fondness for being
taken care of. Pokemon at this level add -1 to any saving throw they make.
0 Neutral A neutral Pokemon acts normally with no stat modifiers. It responds to its trainers commands and acts on its
own accord outside of combat as an Active Pokemon. Most freshly caught Pokemon begin at this level or
lower depending on the circumstances of their catch.
+1 Content A content Pokemon shows a fondness and respect for their owners. Caught Pokemon very rarely begin at any
loyalty level higher than this. Pokemon at this level gain an additional +1 to any saving throw they make.
+2 Pleased A pleased Pokemon puts great trust in their owners, and enjoys spending quality time with them. Pokemon at
this level gain an additional 5 hit points and +2 to any saving throw they make.
+3 Loyal Pokemon at this level have an incredible bond with their trainers, willing to risk their own life for their
trainer's safety. Pokemon at this level gain an additional 10 hit points and +3 to any saving throw they make.
4. Battling
Being a master of your Pokémon in battle is one of the most
important parts of this game. Pokémon have their own set of Moves/Move Powers
moves, stats, and levels to gain. Your Pokémon have several moves to choose from in battle,
and can learn more as they advance levels or are given TMs
Combat and HMs. Moves in Pokémon 5e work similarly to spells in
5e. Each move has a number of Power Points (PP) that
Combat in Pokémon 5e is not much different than what you determine how many times the move can be used. Refilling
are used to, with a few exceptions: PP can be done by resting your Pokémon, or using an item
At the start of a battle, you make one initiative roll for both such as Ether.
you and your Pokémon using your trainers initiative Each move has a Move Power – the focused abilities of
bonus. that move. Move Powers can be any of the six main abilities,
Only one Pokémon of yours may be on the battlefield at and determine which ability to use for attack, damage, and
once. saving throw DC.
Changing out a Pokémon before it has fainted takes up an Attack Roll Bonus = Move Power Mod + Proficiency Mod
entire action, but changing out a Pokemon when it faints Damage Bonus = Move Power Mod
can be done immediately as a free action. Either way, a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
new Pokemon cannot be switched out until it has taken a
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet. In Pokemon battles, a trainer's main job is to interact with
On your turn, both your trainer and your active Pokémon the environment, issue commands, and keep their Pokemon
have a movement up to their speed, but only one of you in the fight by administering boosts or potions. There are
may take an action/bonus action. A Pokémon Trainer’s job strict laws governing the world of Pokemon and any trainer
on their turn is to assist their Pokémon in battle by vs. trainer combat is strictly prohibited, the penalty being the
interacting with the environment, providing potions or loss of one's Trainer License. As such, trainers may not target
boosts, commanding their Pokémon to attack, or other trainers or a trainer's Pokemon in battle. All is fair in
attempting to run away. wild Pokemon encounters, however. A trainer may assist
You MUST have a Pokémon in the battle at all times. If their Pokemon in battle, or defend against any incoming
you have no remaining Pokémon, you lose the battle. A attacks.
battle loss results in you losing half your total money
(rounded up), all carried Pokemon lose 1 level of loyalty,
and you must immediately use a revive or find a Running Away
Pokécenter. If trainers get caught up in a fight with wild Pokémon they do
not think they can win against, they can attempt a group DEX
Attacks of Opportunity check on a PC’s turn, contested by the DEX ability score of
If a Pokemon leaves the melee range of another without the wild Pokémon involved in the combat. More PCs need to
using the Disengage action, or when not returning to a succeed than fail. Tie goes to the runner. In case of a fail,
Pokeball, the opponent may use a melee move that has a time trainers may not attempt to run away again until that PC’s
of "1 action" immediately as a reaction. The move costs the next turn (one full round).
normal amount of PP.
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Evolution For example, Ash is currently level 4 and owns four Pikachu at
Pokémon can evolve into a new form once they hit a certain levels 1, 1, 3, and 2. He is only given three Pokéslots at this
level as determined in their stat block, or by giving them a level, so his total Pokémon levels for the purpose of leveling
certain type of special item. When a Pokémon evolves, the his PC is 1 + 2 + 3 = 6. If he were to level his level 3 Pikachu
following occurs: level 4, then he would reach 6th level because his new total
It keeps its current ability scores, but gains 5 points to would be 1 + 2 + 4 = 7. Because at 5th level, he receives
distribute towards any of those scores. another Pokéslot, his total for leveling changes to 1 + 1 + 2 +
It gains an HP bonus of double its level. 4 = 8.
It acquires the hit dice of its evolved form for this level up
and for future rolls. The highest leveled Pokemon a trainer owns do not need to
It acquires the base AC of its evolved form, all new be carried by that trainer in order to level up.
proficiencies, and vulnerabilities/resistances/immunities. It is important to note that Pokémon captured at a high
It keeps the known moves it had at the time of evolution, level are typically not as strong as those caught at a lower
but must learn all future moves from its new move list. level and trained up to that point. Capturing higher leveled
Note: Remember that a Pokémon can only switch out Pokémon may be beneficial for player level changes, but a
moves at a level up. trainer with 3 recently captured Charizards is weaker than a
Evolution can be delayed at the player’s discretion, but trainer who has cared for 3 Charmanders through their
once the decision has been made, the Pokémon cannot evolutions.
evolve until gaining an additional level.
Option 2:
Character Advancement The level of the trainer is based upon how many Pokémon
Level ups for trainers happen immediately, and do not require the trainer has registered in their Pokédex. Alternatively, the
long rests. There are two options a DM can use for player DM can choose to allow trainers to register a Pokémon by
character leveling, neither of which use experience points like reading a certain book, finding an artifact, speaking to a
Pokémon advancement. professor, etc. The following table can be used as a reference
for levels based on number of Pokémon in a Pokédex.
Option 1: Character Level Pokémon Registered
The level of a character is determined by total levels of the 2nd 8
character’s X highest leveled Pokémon, where X is the PC’s
current number of Pokéslots. The following table can be used 3rd 15
as a guideline for PC leveling. 4th 25
Character Level Total Pokémon Levels Needed 5th 35
2nd 3 6th 45
3rd 5 7th 58
4th 7 8th 75
5th 10 9th 87
6th 18 10th 100
7th 24 11th 110
8th 27 12th 118
9th 30 13th 124
10th 42 14th 132
11th 46 15th 138
12th 50 16th 144
13th 55 17th 150
14th 60 18th 154
15th 65 19th 158
16th 75 20th 160
17th 80
This option is particularly interesting if a campaign starts
18th 86 at later levels, because players can choose which Pokémon
19th 92 they have seen, with DM approval, leading to interesting
20th 100 backstories.
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6. Other Changes
Death Saving Throws for Pokémon Paralyzed:
A paralyzed creature has disadvantage on any STR or DEX
There are none. When your Pokémon reaches 0 HP, it faints saving throws, and attacks against it have advantage. At the
and you must replace it with another available Pokémon in beginning of each of its turns, roll a d4. On a result of 1, it
your inventory immediately as a free action. cannot move and its turn is over, but the trainer of a
paralyzed Pokémon still may take an action.
Damage Types
Pokémon 5e replaces the standard 5e damage types Challenge Rating (CR)
(bludgeoning, slashing, etc.) with ones more typical to the CR works slightly different in Pokémon 5e. Each Pokémon is
Pokémon universe. These include fire, water, ice, grass, given a “Base CR”. This is the challenge rating of the
ground, rock, electric, fighting, ghost, psychic, poison, bug, Pokémon at the lowest level it can be found. Think of CR as a
steel, dark, fairy, and normal. number that signifies the strength of the species, not the
specific Pokémon. For example, a level 1 Pidgey (Base CR
New Status Effects 1/8) is not as strong as a level 1 Bulbasaur (Base CR 1/2).
In addition to the previous effects such as grappled, This CR gives a guideline to compare Pokémon, and puts
restrained, etc., Pokémon 5e adds or modifies several new each Pokémon in a different column for experience as it
status effects. levels up.
Poisoned: Mounts
A poisoned creature has disadvantage on all ability checks, Any large or bigger Pokémon can be mounted (Or smaller at
attack rolls, and saving throws, and takes 1d6 poison damage the discretion of the DM). When you mount an active
at the beginning of each of its turns until it faints or is cured Pokémon, you take on their walking, swimming, or flying
of its poison. speeds.
Frozen:
A frozen creature is grappled and restrained. In combat, it
can attempt to break free of the ice with a DC 15 STR save at
the end of each of its turns. Outside of combat, the frozen
status lasts for one hour.
Confused:
A confused creature is affected for three rounds. During this
time, it loses its ability to take reactions and moves at half
speed. It must roll a d20 at the beginning of each of its turns.
On a result of 9 or lower, the creature hurts itself for 1d6
damage and may not make an attack, but the trainer of a
confused Pokémon still may take an action. On a roll of 20,
the creature is no longer confused.
Burning:
A burnt creature's attacks deal half their normal damage. In
addition, the creature takes 1d6 fire damage at the beginning
of each of its turns until it faints or is cured of its burns.
Asleep:
A creature that is asleep is incapacitated and restrained for a
maximum of three rounds, failing all STR and DEX saves
during that time. A sleeping creature can make a DC 12 CON
save as a bonus action at the beginning of each of its turns to
attempt to wake up.
Flinched:
A flinched Pokémon has disadvantage on any attack roll it
makes on its next turn. If it makes a move that requires a
saving throw, the target has advantage on the roll.
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7. Running a Game
Building Encounters
There will be essentially two types of encounters in Pokémon
5e: Wild Pokémon encounters and Trainer Battles.
Wild Pokémon:
Wild Pokémon encounters should be treated with caution. As
a DM, you have a responsibility to continually introduce your
players to new Pokémon of various levels throughout the
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching
new Pokémon. Clusters of Pokémon should contain those of
high and low levels, and the players should not know what
those levels are until they have successfully captured a
Pokémon. It is important to remember that Pokémon of
higher levels cannot be caught until the trainer has also
reached that level, and higher leveled Pokémon help players
progress through their levels without having to do much
training. As such, capture-focused expeditions should contain
several Pokémon of lower levels, while battle-focused
encounters should contain high level Pokémon to present a
challenge to the player, perhaps even 1 or 2 Pokémon of
much higher level than the players.
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the
fight by each PC, or distributed equally among all players.
Trainer Battles
Often in a campaign, your players will come across other
trainers that will want to engage in a Pokémon battle.
Combat for these fights are similar to wild Pokémon
encounters with the exception that an enemy trainer’s
Pokémon cannot be caught by any means.
Additionally, Pokémon that belong to an enemy trainer are
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may
have started at level 1 and have gone through an evolution or
two with that trainer. Advance the enemy Pokémon just the
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience
and money for defeating a trainer, in addition to experience
gained from each defeated Pokémon.
Starting Past Level 1
You may want to start a game with trainers higher than level
1. If this is the case, make sure you follow these additional
rules:
If using Option 1 for character advancement, The total
levels of a trainer’s Pokémon cannot exceed the minimum
level as shown in the experience chart.
None of the trainer’s Pokémon can have a CR above what
they can control based on their level.
One of the trainer’s Pokémon must be of a CR ½ or lower Image by Minirigby AwokenArts via clipartmax.com
as their starter, with an additional 10 hp to start.
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on CR and level.
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8. Items
Items from the 5e PHB can be used as normal. The following items are added, specific to the Pokémon universe and setting.
Pokéballs
The essential inventory item for any Pokémon trainer, the Pokéball allows you to catch wild Pokémon and gives them a place to be
safe, warm, and ready for battle.
Item Effect Cost
Pokéball +0 to Capture Rolls $250
Great Ball +5 to Capture Rolls $450
Ultra Ball +10 to Capture Rolls $700
Hyper Ball +20 to Capture Rolls $1,200
Level Ball +5 to Capture Rolls if active Pokemon is a higher level than target. $400
Lure Ball +10 to Capture Rolls while fishing $400
Moon Ball +10 to Capture Rolls against members of Nidoran, Jigglypuff, or Clefairy family $400
Friend Ball +0 to Capture Rolls. Sets Loyalty level to +1 after catch $600
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokemon $800
Heavy Ball +15 to Capture Rolls against Pokemon of size Medium or bigger. $800
Fast Ball +15 to Capture Rolls against Pokemon with primary speed higher than 30ft $800
Master Ball Automatic Success on Capture Roll Not Sold
Basic Restoratives
The following items are given to your Pokémon to restore HP, revive, or cure status ailments. A master trainer is always prepared
with a slew of restoratives.
Item Effect Cost
Potion Restores 2d4+2 HP $200
Super Potion Restores 6d4+6 HP $380
Hyper Potion Restores 10d4+10 HP $700
Antidote Cures Poison $200
Paralyze Heal Cures Paralysis $200
Burn Heal Cures Burn $200
Ice Heal Cures Frozen $200
Full Heal Restores all Status Effects $450
Revive Revives fainted Pokémon with 2d4+2 HP $3000
Max Revive Revives fainted Pokémon with 10d4+10 HP $5000
Ether Restores 5 PP to a single move $500
Max Ether Restores 5 PP to all moves $1800
Elixer Restores 10 PP to a single move $900
Max Elixer Restores 10 PP to all moves $3500
Candy Bar Restores 5 HP $150
Soda Pop Restores 10 HP $275
Berry Juice Restores 20 HP $500
Lemonade Restores 30 HP $650
MooMoo Milk Restores 50 HP $1200
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X – Items
The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle.
Item Effect Cost
X Attack Adds +2 to the Attack roll of a Pokémon for 1 minute $350
X Defend Adds +2 to the AC of a Pokémon for 1 minute $350
X Special Increases your Move DC by +2 for 1 minute $350
X Sp. Defense Increases saving throws by +2 for 1 minute $350
X Speed Increases a speed type by 10 feet for 1 minute $350
Dire Hit Critical hits on attacks made by the Pokémon occur on rolls of 19 and 20 for 1 minute $400
X Accuracy Grants advantage on next three attack rolls $350
Guard Spec Prevents status ailments for 1 minute $700
Vitamins
Vitamins are rare and expensive items that can be used to permanently increase the stats of your Pokémon (to a max of 18).
Item Effect Cost
HP Up Increase maximum HP by the maximum roll of one of your hit dice. $4900
Protein Increase STR by 1 $4900
Iron Increase DEX by 1 $4900
Calcium Increases CON by 1 $4900
Zinc Increase WIS by 1 $4900
Carbos Increase CHA by 1 $4900
PP Up Increase the PP of one of your moves by 2 $8800
Evolutionary Items
Some Pokémon can only evolve when coming into contact with certain evolutionary items. The following can be found at most
major stores:
Item Effect Cost
Fire Stone Evolves Vulpix, Growlith, and Eevee $3000
Leaf Stone Evolves Gloom, Weepinbell, and Exeggcute $3000
Moon Stone Evolves Nidorina, Nidorino, Clefairy and Jigglypuff $3000
Thunder Stone Evolves Pikachu and Eevee $3000
Water Stone Evolves Poliwhirl, Shellder, Eevee, and Staryu $3000
Sun Stone Evolves Gloom and Sunkern $3000
Dragon Scale Evolves Seadra $4400
King's Rock Evolves Slowpoke and Poliwhirl $3000
Metal Coat Evolves Onix, Scyther $4400
Up-Grade Evolves Porygon $3000
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TMs/HMs
The tables below contain a list of moves that can be taught to your Pokémon, even if they do not learn them in their natural
progression of leveling. TMs are destroyed after one use, but HMs can be used indefinitely. Note :If a TM move is replaced, it can
only be relearned by purchasing another TM. HMs CAN be replaced by other moves.
TMs
TM Cost TM Cost
01 – Dynamic Punch $3200 26 – Earthquake $3800
02 – Headbutt $2000 27 – Return $2000
03 – Curse $3600 28 – Dig $3200
04 – Rollout $4500 29 – Psychic $4600
05 – Roar $1200 30 – Shadow Ball $2600
06 – Toxic $2400 31 – Mud Slap $2000
07 – Zap Cannon $5500 32 – Double Team $2500
08 – Rock Smash $3000 33 – Ice Punch $2800
09 – Psych Up $2600 34 – Swagger $2500
10 – Hidden Power $2000 35 – Sleep Talk $3000
11 – Sunny Day $1400 36 – Sludge Bomb $3600
12 – Sweet Scent $2000 37 – Sandstorm $4500
13 – Snore $3200 38 – Fire Blast $3600
14 – Blizzard $4800 39 – Swift $1200
15 – Hyper Beam $8000 40 – Defense Curl $1200
16 – Icy Wind $3800 41 – Thunder Punch $2800
17 – Protect $2400 42 – Dream Eater $1600
18 – Rain Dance $1400 43 – Detect $2600
19 – Giga Drain $4000 44 – Rest $3200
20 – Endure $2500 45 – Attract $3000
21 – Frustration $3200 46 – Thief $2500
22 – Solar Beam $5,000 47 – Steel Wing $2800
23 – Iron Tail $2400 48 – Fire Punch $2800
24 – Dragon Breath $5000 49 – Fury Cutter $3200
25 – Thunder $3800 50 – Nightmare $3400
HMs
HM Cost HM Cost
01 – Cut $800 05 – Flash $2400
02 – Fly $3200 06 - Whirlpool $4500
03 – Surf $3200 07 - Waterfall $3200
04 – Strength $1200 - -
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Miscellaneous
Item Effect Cost
Pokédex Used to register Pokémon (See Below) $10,000
Old Rod Used to fish for Pokémon (See Below) $1,000
Good Rod Used to fish for Pokémon (See Below) $5,000
Super Rod Used to fish for Pokémon (See Below) $15,000
Escape Use as an automatic success to run away from combat $150
Rope
XP Share Half of experience from combat can be distributed to carried Pokémon that did not fight in the $7,500
battle
Pokédex
A hand-held computer with an advanced camera and image recognition software given to trainers at the start of their journey. A
trainer can use a bonus action to register a conscious Pokémon within 50 feet using the Pokédex's scanner. Doing so registers the
Pokémon on the Pokédex, and reveals the base CR and some brief facts about the species.
Fishing Rods
Fishing Rods are used to Fish. They are two-handed items and come in three varieties; Old Rods, Good Rods, and Super Rods.
Old Rods cost $1000, Good Rods cost $5,000, and Super Rods cost $15,000. The type of Pokémon you can catch with a fishing rod
depends on which rod you use and where you use them. Fishing for a Pokémon takes one hour. The DM may ask for a d100 roll,
with more rare Pokémon appearing at a higher result, and an unsuccessful catch at a lower result.
Old Rod: Magikarp
Good Rod: Goldeen, Poliwag
Super Rod: Psyduck, Poliwag, Poliwhirl, Tentacool, Slowpoke, Slowbro, Shellder, Krabby, Kingler, Horsea, Seadra, Goldeen,
Seaking, Staryu, Magikarp, Dratini
9. Feats
Any feature from the 5e PHB can be selected for trainers, Combo Master
with the exception of those that increase the Animal Your Pokémon is an expert in combining strikes against a foe.
Handling skill. The following features can be selected by your When this feature is selected, add +3 to damage rolls from
Pokémon instead of taking the Ability Score Increase given attacks that hit more than once. (Fury Swipes, Double Slap,
during the leveling process. etc.)
Extra Move: Smooth Façade
Your Pokémon can know five total moves instead of four. Your Pokémon is hardened, shrugging pain off like it is
nothing. When suffering from a negative status ailment other
AC Up: than sleep, your Pokémon gains +3 to their AC.
Your Pokémon’s AC increases by 1. This bonus is included
through a Pokémon’s evolutions.
Tireless:
Your Pokémon endures hours of rigorous training which keep
it in battle longer than the average Pokémon. Gain +1 PP for
every move.
Terrain Adept
Your Pokémon is especially skilled when fighting on a
specific terrain. Choose one of the following terrains when
selecting this feature. Your Pokémon gains +2 to attack rolls
when in this terrain. Terrains: Coastal, Swamp, Forest, Arctic,
Desert, Grassland, Hill, Mountain, Underwater.
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Aurora Beam Higher Levels: The base damage for each hit increases to
Type: Ice 1d8 at level 5, 1d10 at level 10 and 1d12 at level 17.
Move Power: Strength/Dexterity Belly Drum
Move Time: 1 action Type: Normal
PP: 20 Move Power: None
Duration: Instantaneous Move Time: 1 action
Range: Self (60 foot line) PP: 10
Description: You create a 60 foot line of freezing ice, 5 feet Duration: Instantaneous
wide. Any creature caught in the line must succeed on a Range: Self
DEX save or take 2d6 ice damage and be frozen. Description: You sacrifice health for attack. When using this
Higher Levels: The damage done increases to 3d6 At level 5, move, take damage equal to half your maximum, but
5d6 At level 10, and 8d6 at level 17. increase your Strength score by 10 for the remainder of
Barrage the encounter. After using this move, you are unable to be
Type: Normal healed by potions until after the encounter.
Move Power: Strength/Dexterity Bide
Move Time: 1 action Type: Normal
PP: 20 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 30 feet PP: 10
Description: Make a ranged attak on a Pokémon, rolling 1d4 Duration: Instantaneous
on a hit. You attack with a barrage of ranged strikes equal Range: 50 feet
to the number shown. Each projectile does for 1d4 normal Description: You embrace the damage done to you, waiting
damage. for your time to strike. Use your attack action to activate
Higher Levels: The damage of each projectile increases to this move, and keep track of all damage done to you before
1d6 at level 5, 1d8 at level 10, and 1d10 at level 17. your next turn. On your next turn, you lash out at an enemy
Barrier with a normal ranged attack, striking them for double the
Type: Psychic amount of damage you took on a successful hit.
Move Power: None Higher Levels: At 10th Level, you can choose to hold Bide
Move Time: 1 action for a second turn for the chance to add additional damage
PP: 20 to the attack.
Duration: 1 minute, Concentration Bind
Range: Self Type: Normal
Description: You create a transparent shield of psychic Move Power: Strength
energy. While active, the barrier grants +2 to AC for you Move Time: 1 action
and any companions in a 5 foot radius, centered on you for PP: 20
the duration. Duration: Instantaneous
Baton Pass Range: Melee
Type: Normal Description: You attempt to grapple a target into submission.
Move Power: None Make a melee attack roll. On a hit, the target takes 1d10 +
Move Time: 1 bonus action MOVE normal damage and is grappled and restrained. At
PP: 40 the beginning of each of its turns, it may attempt to escape
Duration: Instantaneous with a STR save against your Move DC. While a Pokémon
Range: Self is grappled, you may continue this move, as a bonus action,
Description: As a bonus action, you may switch a Pokémon to do an automatic 1d10 + MOVE damage.
out with another Pokémon, passing along all negative Higher Levels: The base damage increases to 1d12 at level
status effects or stat changes to the new Pokémon. This 10.
includes existing substitutes, critical hit bonuses, AC Bite
increases, etc. Type: Dark
Beat Up Move Power: Strength/Dexterity
Type: Dark Move Time: 1 action
Move Power: Strength PP: 25
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Melee
Duration: Instantaneous escription: You sink your teeth into an enemy Pokémon.
Range: Melee Make a melee attack roll, doing 1d8 + MOVE dark damage
Description: You use strength in numbers to attack a on a successful hit.
creature. Make a melee attack on a creature, and an igher Levels: The base damage of the attack increases to
additional attack for each Pokémon you are currently 2d8 at level 5, 3d8 at level 10, and 4d8 at level 17.
carrying, doing 1d6 dark damage on each hit.
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Clamp Constrict
Type: Water Type: Normal
Move Power: Strength Move Power: Strength
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 35
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You clamp down on an enemy Pokémon, Description: You wrap yourself around an enemy Pokémon,
attempting to deal damage and keep them in place. Make a trying to squeeze the life from them. Make a melee attack
melee attack roll. On a hit, the target takes 1d10 + MOVE roll. On a hit, the target takes 1d8 + MOVE normal damage
water damage and is grappled and restrained. At the and is grappled and restrained. At the beginning of each of
beginning of each of its turns, it may attempt to pry itself its turns, it may attempt to escape with a STR save against
away with a STR save against your Move DC. While a your Move DC. While a Pokémon is grappled, you may
Pokémon is grappled, you may continue this move on continue this move as a bonus action, doing an automatic
consecutive turns without spending an additional PP. 1d6 + MOVE normal damage without having to make an
Higher Levels: The base damage increases to 1d12 at level attack roll.
10. Higher Levels: The base damage on the attack increases to
Comet Punch
1d10 at level 5, and 1d12 at level 10.
Type: Normal Conversion
Move Power: Strength/Dexterity Type: Normal
Move Time: 1 action Move Power: None
PP: 15 Move Time: 1 bonus action
Duration: Instantaneous PP: 30
Range: Melee Duration: Instantaneous
Description: You strike out with a lightning fast punch. Make Range: Self
a melee attack roll. The target takes 1d6 + MOVE on a hit. Description: Your Pokémon takes on a new type for
After successfully hitting a target, roll a d4. On a result of 3 resistances and vulnerabilities, equal to one of the types of
or 4, you may immediately hit again for an additional 1d6 a move it currently knows.
normal damage. Continue this process until you fail to roll Conversion 2
a 3 or 4 on the d4 roll.
Higher Levels: The damage dice for this attack increases to Type: Normal
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Move Power: None
Move Time: 1 reaction
Confuse Ray PP: 10
Type: Ghost Duration: Instantaneous
Move Power: Dexterity/Intelligence Range: Self
Move Time: 1 action Description: After taking damage from an attack, You may
PP: 10 use your reaction to change your Pokémon type to one of
Duration: Instantaneous your choice that is resistant or immune to the type of move
Range: 60 feet used against you.
Description: You release a ray of psychic energy meant to Cotton Spore
confuse an opponent. Choose a target in range. The target
must make an INT saving throw against your Move DC or Type: Grass
take 2d6 psychic damage and become confused. Move Power: Dexterity/Constitution
Higher Levels: The damage increases to 4d6 at level 10. Move Time: 1 action
PP: 40
Confusion Duration: 1 minute
Type: Psychic Range: 30 feet
Move Power: Intelligence/Wisdom Description: You unleash spores of thick cotton that covers
Move Time: 1 action the opponent. Force a target in range to make a CON save
PP: 25 against your Move DC. On a fail, the target’s primary speed
Duration: Instantaneous is reduced by 10 for the duration. If this reduction in speed
Range: 80 feet causes their speed to be 0, they are restrained for the
escription: You attempt to enter the mind of an enemy and duration.
cause confusion. Make a ranged attack on a Pokémon in
range. On a hit, the target takes 2d10 psychic damage. If
the natural attack roll is 15 or more, the target becomes
confused.
igher Levels: At level 10, the damage increases to 2d12.
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Counter Cut
Type: Fighting Type: Normal
Move Power: Dexterity/Strength Move Power: Strength/Dexterity
Move Time: 1 reaction Move Time: 1 action
PP: 20 PP: 30
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: If you are hit by a normal or fighting type attack, Description: You lash out at an enemy with vine or claw or
you can use your reaction to retaliate against your foe, blade. Make a melee roll on an enemy, doing 1d6 + MOVE
doing 1d6 + MOVE fighting damage on a successful hit. on a successful hit.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The damage increases to 2d6 at level 5, 3d6
1d10 at level 10, and 1d12 at level 17 at level 10, and 4d6 at level 17.
Cross Chop Defense Curl
Type: Fighting Type: Normal
Move Power: Strength/Dexterity Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 40
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Self
Description: You crush an opponent with a strong sideways Description: You curl up into a tight ball, increasing your
strike. Make a melee attack against a target, doing 2d6 + defensive stance. Until your next turn, you gain + 4 to your
MOVE fighting damage on a hit. Cross Chop results in a AC and have resistance to normal attacks.
critical hit on 19s and 20s.
Higher Levels: The base damage increases to 3d6 at level 5, Destiny Bond
4d6 at level 10, and 5d6 at level 17. Type: Ghost
Move Power: Wisdom/Charisma
Crunch Move Time: 1 action
Type: Dark PP: 5
Move Power: Strength/Dexterity Duration: Instantaneous
Move Time: 1 action Range: 100 feet
PP: 15 Description: You create a dark, internal bond with an
Duration: Instantaneous opponent. Select a target in range, who must make a WIS
Range: Melee save against your Move DC. On a fail, if you faint during the
Description: You unleash a powerful blow that has a chance combat, the opponent must take damage equal to twice the
to temporarily lower a target’s defense. Make a melee damage of the same type that caused you to faint.
attack against a target, doing 1d10 + MOVE dark damage
on a hit. On a natural attack roll of 18 or higher, the target’s Detect
AC is decreased by 1 for the remainder of combat. Type: Fighting
Higher Levels: The base damage increases to 2d10 at level Move Power: None
5, 3d10 at level 10, and 4d10 at level 17. Move Time: 1 reaction
PP: 5
Curse Duration: Instantaneous
Type: Ghost Range: Self
Move Power: Wisdom/Charisma Description: You sense incoming danger and are able to
Move Time: 1 action quickly avoid it. When targeted by an attack, you may
PP: 10 automatically avoid taking damage on the first instance of
Duration: 1 minute, Concentration this reaction. On future reactions in the same combat, you
Range: 40 feet must roll higher than a 15 on a d20 roll for the reaction to
Description: This Move has a different effect based on your be successful.
Pokémon type. If you are ghost-type: You attempt to put a
curse on an opponent. Force a target in range to make a
WIS saving throw against your Move DC. On a fail, the
target is cursed. You take 1d6 damage initially and your
opponent takes 1d6 ghost damage at the end of each of its
turns for the duration. If you are any other type: You place a
curse on yourself. For the duration, your STR and CON
scores increase by two, but your DEX score decreases by 4.
Higher Levels:
For ghost types, the base damage for both you and your
opponent increases to 1d8 at level 5, 1d10 at level 10, and
1d12 at level 17.
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Dragon Breath Description: You strike out with a devastating punch that
Type: Dragon confuses your foes. Make a melee attack roll against an
Move Power: Strength/Dexterity opponent, doing 1d6 + MOVE fighting damage on a hit. On
Move Time: 1 action a hit, it also becomes confused.
PP: 20 Higher Levels: The base damage increases to 2d6 at level 5,
Duration: Instantaneous 3d6 at level 10, and 4d6 at level 17.
Range: Self (40 foot cone) Earthquake
Description: You release a powerful breath of energy in a 40 Type: Ground
foot cone. All targets caught in the blast must make a DEX Move Power: Strength
save against your Move DC, taking 3d6 dragon damage on Move Time: 1 action
a fail, and half as much on a save. If an opponent fails the PP: 10
save by 5 or more, it is paralyzed. Duration: Instantaneous
Higher Levels: The damage increases to 4d6 at level 5, 5d6 Range: 10 feet
at level 10, and 6d6 at level 17. Description: You create a tremor in the ground in a 10 foot
Dragon Rage radius, centered on you. Each creature in the area must
Type: Dragon succeed on a DEX save against your Move DC, taking 2d6
Move Power: Strength ground damage on a fail and be knocked prone. On a
Move Time: 1 action success, they take half as much damage and are not
PP: 10 knocked prone. The area becomes difficult terrain. Flying
Duration: Instantaneous Pokémon are immune to this attack.
Range: Self (100 foot line) Higher Levels: The damage increases to 3d6 at level 5, 5d6
Description: You unleash a devastating flow of energy in a at level 10, and 8d6 at level 17.
100 foot long line, 5 feet wide. Each creature caught in the Egg Bomb
blast must make a DEX save against your Move DC, taking Type: Normal
6d10 dragon damage on a fail, and half as much on a save. Move Power: Dexterity
Dream Eater Move Time: 1 action
Type: Psychic PP: 10
Move Power: Wisdom Duration: Instantaneous
Move Time: 1 action Range: 60 feet
PP: 15 Description: You hurl a hard egg at a creature that explodes
Duration: Instantaneous on impact. Make a ranged attack on a creature, doing 1d8
Range: 30 feet + MOVE normal damage on a successful hit.
Description: You tap into a sleeping Pokémon’s dreams, Higher Levels: The damage increases to 2d8 at level 5, 3d8
sucking from its energy pool. Instantly inflict 2d6 psychic at level 10, and 4d8 at level 17.
damage on a sleeping target in range, regaining half as Ember
many hitpoints to yourself. Type: Fire
Higher Levels: The damage increases to 4d6 at level 5, 6d6 Move Power: Strength/Dexterity
at level 10, and 8d6 at level 17. Move Time: 1 action
Drill Peck PP: 25
Type: Flying Duration: Instantaneous
Move Power: Strength/Dexterity Range: 60 feet
Move Time: 1 action Description: You hurl a ball of flame at an enemy within
PP: 20 range. Make a ranged attack, doing 1d10 + Move fire
Duration: Instantaneous damage on a successful hit. If the natural attack roll is 19
Range: Melee or 20, the target is burnt.
Description: You hammer down on an enemy with a peck Higher Levels: The base damage increases to 2d10 at level
attack. Make a melee attack roll on a target, doing 1d6 + 5, 3d10 at level 10, and 4d10 at level 17.
MOVE on a successful hit. Drill Peck scores a critical hit Encore
on 19s and 20s. Type: Normal
Higher Levels: The base damage increases to 1d8 at level 5, Move Power: Wisdom/Charisma
1d10 at level 10, and 1d12 at level 17. Move Time: 1 reaction
Dynamic Punch PP: 5
Type: Fighting Duration: Instantaneous
Move Power: Strength/Dexterity Range: 100 feet
Move Time: 1 action Description: After being targeted by a move, force an
PP: 5 opponent to make a WIS save against your Move DC as a
Duration: Instantaneous reaction. On a fail, the target can only use the move that
Range: Melee targeted you for its next turn.
Higher Levels: At level 10, the number of turns an opponent
must use the move changes to 2. At level 17, it changes to 3.
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Flail Fly
Type: Normal Type: Flying
Move Power: Strength/Dexterity Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50 feet
Description: You flail about with a wild strike that Description: You fly high into the air to prepare for a dive
increases in power the more injured you are. Make a bomb attack. When you activate this move, you flap your
melee attack roll against an opponent, doing 1d6 + wings and disappear into the Ethereal plane above you.
MOVE normal damage on a hit. If you are below You cannot be targeted by attacks while you are in the
50% of your maximum health, double the damage. If Ethereal plane. On your next turn, you use your action to
you are at 10% or below of your maximum health, reappear and make a diving melee attack on a Pokémon in
triple the damage. The multiplier for this attack range, doing doing 2d6 flying damage on a successful hit.
occurs before the multiplier for resistances or Higher Levels: The base damage increases to 3d6 at level 5,
vulnerabilities. 4d6 at level 10, and 6d6 at level 17.
Higher Levels: The base damage increases to 1d8 at level 5, Focus Energy
1d10 at level 10, and 1d12 at level 17.
Type: Normal
Flamethrower Move Power: None
Type: Fire Move Time: 1 action
Move Power: Strength/Dexterity PP: 30
Move Time: 1 action Duration: 1 minute
PP: 15 Range: Self
Duration: Instantaneous Description: You sacrifice your action to focus in on the
Range: Self (40 foot cone) energy inside you. For the duration, you roll a critical hit on
Description: You shoot a concentrated gout of flame in an 40 19s and 20s.
foot cone. Any Pokémon caught in the cone must succeed Foresight
on a DEX save against your Move DC, taking 2d6 fire
damage and being burnt on a failed save, or half damage Type: Normal
on a success. Move Power: Wisdom
Higher Levels: The damage increases to 3d6 at level 5, 5d6 Move Time: 1 action
at level 10, and 8d6 at level 17. PP: 40
Duration: Instantaneous
Flame Wheel Range: 50 feet
Type: Fire Description: Force a target in range to make a WIS saving
Move Power: Strength/Dexterity throw against your Move DC. On a fail, add +2 to all attack
Move Time: 1 action rolls you make against the opponent for the duration.
PP: 25 Regardless of the saving throw, for the remainder of
Duration: Instantaneous combat, any of your fighting or normal moves can hit a
Range: 10 feet ghost type Pokémon. If you are a ghost type, your ghost
Description: A wheel of flame explodes out from you in a 10 moves can now hit normal type Pokémon.
foot radius. All Pokémon in the area must succeed on a Frustration
DEX save against your Move DC, taking 2d6 fire damage
on a fail and half as much on a save. If the user is frozen, Type: Normal
this move can still be used, thawing out the Pokémon Move Power: Strength
during the attack Move Time: 1 action
Higher Levels: The damage dealt increases to 3d6 at level 5, PP: 20
4d6 at level 10, and 5d6 at level 17. Duration: Instantaneous
Range: Melee
Flash Description: You lash out at an opponent, venting your
Type: Normal frustration at your trainer. Make a melee attack roll against
Move Power: Constitution an opponent, doing 1d6 + MOVE on a hit. When you make
Move Time: 1 action this attack, add an additional bonus to hit and damage
PP: 20 equal to the number of levels you are below zero on the
Duration: Instantaneous Loyalty Chart.
Range: 20 feet Higher Levels: The base damage increases to 1d8 at level 5,
Description: You emit an immense flash of light in a 20 foot 1d10 at level 10, and 1d12 at level 17.
radius circle, centered on you. Pokémon in the area must
make a CON save against your Move DC. On a fail, they are
blinded.
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Fury Attack Higher Levels: The base damage increases to 2d8 at level 5,
Type: Normal 2d10 at level 10, and 2d12 at level 17.
Move Power: Strength/Dexterity Giga Drain
Move Time: 1 action Type: Grass
PP: 20 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You reach out and unleash relentless strikes Duration: Instantaneous
against a Pokémon. Make a melee attack roll, doing 1d6 + Range: 50 feet
MOVE on a hit. After successfully hitting a target, roll a d4. Description: You attempt to drain the life force of an enemy
On a result of 3 or 4, you may immediately hit again for an Pokémon. Make a ranged attack on a target, doing 1d12 +
additional 1d6 normal damage. Continue this process until MOVE grass damage on a hit. Half of the damage dealt is
you fail to roll a 3 or 4 on the d4 roll. restored to the user.
Higher Levels: The damage dice for this attack increases to Higher Levels: The base damage increases to 2d12 at level
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. 5, 3d12 at level 10, and 4d12 at level 17.
Fury Cutter Glare
Type: Bug Type: Normal
Move Power: Strength/Dexterity Move Power: Wisdom/Charisma
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 30
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: 100 feet
Description: You unleash series of cuts against a Pokémon Description: You stare into the depths of a Pokémon’s eyes
that increase in strength. Make a melee attack roll, doing with intense ferocity. The Pokémon must make a WIS
2d4 bug damage on a hit. After successfully hitting a target, saving throw against your Move DC or be paralyzed for the
roll a d4. On a result of 3 or 4, you may immediately hit duration. A creature that succeeds on this saving throw is
again for 2d4 bug damage. Continue this process until you unaffected by future attempts during this combat.
fail to roll a 3 or 4 on the d4 roll, increasing the damage on
each attack by another di. Growl
Higher Levels: The damage dice for this attack increases to Type: Normal
a d6 at level 5, d8 at level 10, and d10 at level 17. Move Power: Charisma/Strength
Move Time: 1 action
Fury Swipes PP: 40
Type: Normal Duration: 1 minute
Move Power: Strength/Dexterity Range: 100 feet
Move Time: 1 action Description: You target a Pokémon with an intimidating
PP: 20 growl. The Pokémon must make a WIS save against your
Duration: Instantaneous Move DC. On a fail, it adds -1 to any attack it makes for the
Range: Melee duration. This modifier can be stacked if it fails multiple
Description: You reach out and unleash relentless claw growl saves, up to a maximum of -5.
attacks against a Pokémon. Make a melee attack roll, doing
1d6 + MOVE on a hit. After successfully hitting a target, Growth
roll a d4. On a result of 3 or 4, you may immediately hit Type: Normal
again for an additional 1d6 normal damage. Continue this Move Power: None
process until you fail to roll a 3 or 4 on the d4 roll. Move Time: 1 action
Higher Levels: The damage dice for this attack increases to PP: 40
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Duration: 1 minute
Range: 30 feet
Future Sight Description: You increase the size of an ally Pokémon. When
Type: Psychic you use this move, a Pokémon in range (or you) grows
Move Power: Dexterity/Wisdom slightly larger, gaining the ability to add a d4 to any attack
Move Time: 1 action roll or saving throw for the duration.
PP: 15 Higher Levels: The dice to add increases to 1d6 at level 10.
Duration: Instantaneous, 3 rounds
Range: 30 feet
Description: You save an attack to unleash at a later time.
Make a melee attack roll on an opponent. On a hit, you may
attack on this turn, or save it for a future turn of your
choice, even if the opponent is switched out for a different
Pokémon. You may use the attack as a free action at any
time as long as the Pokémon is in range, even if it is not
your turn. The damage is equal to 2d6 + MOVE psychic
damage.
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Mirror Coat Higher Levels: The base hit points recovered changes to 3d6
Type: Psychic at level 5, 4d6 at level 10, and 5d6 at level 17.
Move Power: Constitution/Wisdom Mud Slap
Move Time: 1 reaction Type: Ground
PP: 5 Move Power: Strength/Dexterity
Duration: Instantaneous Move Time: 1 action
Range: 40 feet PP: 10
Description: When hit by a ranged attack, you can attempt to Duration: Instantaneous
decrease the damage and send some back at the attacker. Range: 100 feet
Using this reaction, the damage is decreased by 1d6 + Description: You hurl mud at an enemy Pokémon. Make a
MOVE. If this causes the damage to fall below zero, the ranged attack roll, doing 1d6 + MOVE ground damage on a
attack is deflected and you may make a ranged attack roll hit.
to send it back at the attacker for the same amount of Higher Levels: The base damage increases to 1d8 at level 5,
psychic type damage. 1d10 at level 10, and 1d12 at level 17.
Higher Levels: The base damage for the decrease changes
to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Nightmare
Type: Ghost
Mirror Move Move Power: Wisdom/Charisma
Type: Flying Move Time: 1 action
Move Power: Dexterity/Wisdom PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 20 Range: 60 feet
Duration: Instantaneous Description: Only effective against sleeping Pokémon, you
Range: 50 feet, move varies instill a nightmare in their dreams, inflicting 3d6 + MOVE
Description: You perform the same move made by a chosen ghost damage automatically.
target after your last turn, using your own statistics for Higher Levels: The base damage increases to 4d6 at level 5,
bonuses and Move saves if applicable. 5d6 at level 10, and 6d6 at level 17.
Mist Night Shade
Type: Ice Type: Ghost
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 30 PP: 15
Duration: 1 minute Duration: Instantaneous
Range: 30 feet Range: 60 feet
Description: A light mist surrounds a target, offering a Description: You hit an enemy with a necrotic wave of dark
protective barrier. The target is immune to negative stat energy. Make a ranged attack against a target. On a hit, the
effects or modifier changes for the duration, but any damage is equal to 1d6 + the user’s level.
current effects are still in place. Higher Levels: The base damage increases to 1d8 at level 5,
Moonlight 1d10 at level 10, and 1d12 at level 17.
Type: Fairy Octazooka
Move Power: Wisdom/Charisma Type: Water
Move Time: 1 action Move Power: Strength/Dexterity
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Self Duration: Instantaneous
Description: If the sky is visible, a ray of moonlight shines Range: 30 feet
upon you, basking You in healing light. The user gains 2d6 Description: You send a blast of ink towards your opponents.
+ MOVE hit points. Make a ranged attack roll, doing 2d6 + MOVE water
Higher Levels: The base hit points recovered changes to 3d6 damage on a hit. If the natural attack roll is 18 or more, the
at level 5, 4d6 at level 10, and 5d6 at level 17. target must add -1 to attack rolls for the remainder of this
Morning Sun combat.
Type: Normal Higher Levels: The base damage for this attack becomes
Move Power: Wisdom/Charisma 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17.
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Self
Description: If the sky is visible, a ray of sunlight shines
upon you, basking You in healing light. The user gains 2d6
+ MOVE hit points.
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Submission Surf
Type: Fighting Type: Water
Move Power: Strength Move Power: Strength/Dexterity
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60 feet
Description: You attempt a forceful grapple on a target. Description: A wave of high-pressured water moves you to
Make a melee attack roll against a Pokémon, doing 1d6 + strike a Pokémon in range. Choose a target. You appear
MOVE fighting damage on a hit. The target is grappled and within 5 feet of that target, ignoring opportunity attacks,
restrained. If the target is still grappled by you on future and make a melee attack roll. On a hit, you do 2d6 + MOVE
turns, you may use this move as a bonus action to water damage.
immediately inflict another 1d6 + MOVE fighting damage. Higher Levels: The damage increases to 3d6 at level 5, 4d6
Higher Levels The damage dice for this attack increases to at level 10, and 5d6 at level 17.
1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. Swagger
Substitute Type: Normal
Type: Normal Move Power: Wisdom/Charisma
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 15
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 40 feet
Range: Self Description: Force a target in range to make a WIS save
Description: You create a duplicate of yourself with ¼ the HP against your Move DC. On a fail, the target is confused, but
(rounded down). This substitute has an AC of 1 and takes it adds +2 to its attack rolls while confused.
all damage and status ailments you would normally take Sweet Kiss
until it is destroyed. If the damage done is enough to
destroy the substitute, you take the remaining damage. Type: Fairy
Move Power: Wisdom/Charisma
Sunny Day Move Time: 1 action
Type: Fire PP: 15
Move Power: None Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 5 Description: You lay a kiss on an opponent, attempting to
Duration: 5 rounds confuse them. The target must make an INT saving throw
Range: Self against your Move DC or become confused.
Description: You change the weather to intense sunlight for Sweet Scent
5 rounds.
Type: Normal
Super Fang Move Power: Constitution/Charisma
Type: Normal Move Time: 1 action
Move Power: Strength PP: 20
Move Time: 1 action Duration: 2 turns
PP: 10 Range: 30 feet
Duration: Instantaneous Description: You release a sweet smell directed at a target in
Range: Melee range. The target must make a CON save against your
Description: You lash out with an incredible fang attack. Move DC. On a fail, you have advantage on your next two
Make a melee attack, doing 2d6 normal damage on a hit. attacks against that target.
On critical hits, instead of doubling the dice, you can Swift
choose to do damage equal to half the target’s HP.
Higher Levels: The base damage for this attack increases to Type: Normal
3d6 at level 5, 4d6 at level 10, and 5d6 at level 17. Move Power: Dexterity
Move Time: 1 action
Supersonic PP: 20
Type: Normal Duration: Instantaneous
Move Power: Dexterity/Wisdom Range: 100 feet
Move Time: 1 action Description: You fire three projectiles at any Pokémon you
PP: 20 choose in range. They do not have to target the same
Duration: Instantaneous Pokémon. Each hit for 1d4 + 1 normal damage. This move
Range: 80 feet also targets Pokémon in the middle of dig or fly moves.
Description: You emit a high pitched screech heard only by Higher Levels: You fire four projectiles at level 5, five at level
the target. The target becomes confused. 10, and 6 at level 18.
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Swords Dance Higher Levels: The damage increases to 3d8 at level 5, 4d8
Type: Normal at level 10, and 5d8 at level 17.
Move Power: Dexterity Teleport
Move Time: 1 action Type: Psychic
PP: 20 Move Power: Intelligence
Duration: 1 minute Move Time: 1 action
Range: Self PP: 20
Description: When you activate this move, three swords Duration: Instantaneous
appear and dance around you. As a bonus action on future Range: 40 feet
turns, you can attack and send one of the swords at an Description: You disappear from view and reappear at an
enemy Pokémon within 30 feet of you, doing 1d6 + MOVE unoccupied point within range. In wild Pokémon battles,
normal damage on a hit. In addition, your AC is increased this move can be activated to automatically count as a
by +1 for each sword around you. single success in a group DEX check to run away.
Higher Levels: You create 4 swords at level 5, 5 swords at
level 10, and 6 swords at level 17. Thief
Type: Dark
Synthesis Move Power: Dexterity
Type: Grass Move Time: 1 action
Move Power: Constitution PP: 25
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: Melee
Duration: Instantaneous Description: You lash out with a quick attack that may steal
Range: Self an opponent’s held item. Make a melee attack against an
Description: You regenerate from the inside, healing some of opponent, doing 1d6 + MOVE dark damage on a hit. If the
your wounds. Heal yourself for 4d6 + MOVE hit points. user does not have an item held, the target must make a
Tackle DEX save against your Move DC or have their item stolen
Type: Normal by the user.
Move Power: Strength Higher Levels: The base damage increases to 1d8 at level 5,
Move Time: 1 action 1d10 at level 10, and 1d12 at level 17.
PP: 35 Thrash
Duration: Instantaneous Type: Normal
Range: Melee Move Power: Strength
Description: Make a melee attack roll against a Pokémon, Move Time: 1 action
doing 1d6 + MOVE on a hit. PP: 10
Higher Levels: The base damage increases to 1d8 at level 5, Duration: Instantaneous
1d10 at level 10, and 1d12 at level 17. Range: Melee
Tail Whip Description: You thrash about wildly, doing several attacks
Type: Normal without control. Make a melee attack roll, doing 1d6 +
Move Power: Charisma/Dexterity MOVE normal damage on a hit. After successfully hitting a
Move Time: 1 action target, roll a d4. On a result of 3 or 4, you may immediately
PP: 30 hit again for an additional 1d6 normal damage. Continue
Duration: 1 minute this process until you fail to roll a 3 or 4 on the d4 roll. At
Range: 100 feet the end of this attack, you become confused.
Description: You shake your tail at an enemy Pokémon, Higher Levels: The damage dice for this attack increases to
distracting it and opening up its defenses. The Pokémon 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17.
must make a WIS save against your Move DC. On a fail, Thunder
allies add +1 to any attack they target it with for the Type: Electric
duration. This modifier can be stacked if it fails multiple Move Power: Strength/Dexterity
tail whip saves, up to a maximum of +5. Move Time: 1 action
Take Down PP: 10
Type: Normal Duration: Instantaneous
Move Power: Strength Range: 20 feet
Move Time: 1 action Description: Powerful electric energy arcs out from you,
PP: 20 hitting any Pokémon in a 20 foot radius, centered on you.
Duration: Instantaneous Pokémon caught in the area must make a DEX save
Range: Melee against your Move DC, taking 2d6 electric damage on a fail,
Description: You sacrifice your own position to take down and half as much on a success.
and enemy Pokémon. Roll a melee attack roll. On a hit, you Higher Levels: The damage increases to 3d6 at level 5, 5d6
do 2d8 + MOVE normal damage and both you and the at level 10, and 8d6 at level 17.
target are knocked prone.
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Thunderbolt Transform
Type: Electric Type: Normal
Move Power: Strength/Dexterity Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 60 feet Range: 50 feet
Description: You send a powerful bolt of electricity at a Description: You attempt to morph into a near-exact copy of
Pokémon in range. Make a ranged attack roll, doing 1d8 + a Pokémon in range, as long as the base CR of the
MOVE electric damage on a hit. On a natural attack roll of Pokémon is able to be controlled by your trainer. For the
19 or 20, the target is paralyzed. duration, you copy all of the Pokémon’s stats and current
Higher Levels: The damage increases to 1d10 at level 10, moves, keeping your own HP and level.
and 1d12 at level 17. Tri Attack
Thunder Punch Type: Normal
Type: Electric Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 5
PP: 15 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: Melee Description: You strike out with three quick attacks. Make
Description: Your punches are imbued with electric energy. three melee attack rolls, doing 1d6 + MOVE damage on
Make a melee attack on a Pokémon, doing 1d6 + Move each hit.
normal damage and an additional 1d4 electric damage. Higher Levels: The base damage on a hit increases to 1d8 at
Higher Levels: The electric damage increases to 2d4 at level level 5, 1d10 at level 10, and 1d12 at level 12.
5, 2d6 at level 10, and 4d6 at level 17. Triple Kick
Thunder Shock Type: Fighting
Type: Electric Move Power: Strength/Dexterity
Move Power: Strength/Dexterity Move Time: 1 action
Move Time: 1 action PP: 10
PP: 30 Duration: Instantaneous
Duration: Instantaneous Range: Melee
Range: 20 feet Description: You strike out with three consecutive kicks.
Description: You deliver an electric shock to an enemy Make three melee attack rolls in order, doing 1d6 + MOVE
Pokemon in range. Make a melee attack on a Pokémon, fighting damage on each hit. As soon as one attack misses,
doing 1d6 + MOVE electric damage on a hit. the move is over and all other kicks automatically miss.
Higher Levels: The base damage increases to 1d8 at level 5, Higher Levels: The base damage increases to 1d8 at level 5,
1d10 at level 10, and 1d12 at level 17. 1d10 at level 10, and 1d12 at level 17.
Thunder Wave Twineedle
Type: Electric Type: Bug
Move Power: Strength/Dexterity Move Power: Dexterity
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 60 feet Range: 40 feet
Description: You send a wave of electric energy that Description: You fire two sharp projectiles at Pokémon in
surrounds a Pokémon in range. The Pokémon must make range. Make two melee attack rolls, doing 1d6 + MOVE
a CON save against your Move DC or become paralyzed. damage on each hit.
Toxic
Higher Levels: The base damage on a hit increases to 1d8 at
level 5, 1d10 at level 10, and 1d12 at level 12
Type: Poison
Move Power: Constitution
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: 30 feet
Description: You send a downpour of potent, poisonous rain
in a 5 foot radius, centered on a point within range. Targets
in the area must make a CON save against your MOVE DC
or become poisoned. Pokémon poisoned by this move take
double the normal poison damage.
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Bulbasaur
Small Grass/Poison Type | Level 1 | CR 1/2
Armor Class: 13
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking
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Venusaur
Large Grass/Poison Type | Level 10 | CR 11
Armor Class: 18
Hit Points: 77
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Growl, Scratch
Level 2: Ember
Level 6: Leer, Smokescreen
Level 10: Rage, Scary Face
Level 14: Slash, FLamethrower
Level 18: Fire Spin
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 31, 32, 34, 35, 38, 39, 40, 44, 45, 48,
49
HM: 01, 04
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Charmeleon
Medium Fire Type | Level 5 | CR 5
Armor Class: 13
Hit Points: 30
Hit Dice: d8
Speed: 30ft. walking
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Water, Ground, Rock
Resistances: Bug, Fire, Grass, Ice, Steel
Moves
Starting Moves: Growl, Scratch, Ember
Level 6: Leer, Smokescreen
Charizard
Large Fire/Flying Type | Level 10 | CR 11
Level 10: Rage, Scary Face
Level 14: Slash, Dragon Rage Armor Class: 18
Hit Points: 77
Level 18: Flamethrower, Fire Spin Hit Dice: d12
Learnable Moves: Speed: 30ft. walking | 35ft. Flying
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 31, 32, 34, 35, 38, 39, 40, 44, 45, 48, STR DEX CON INT WIS CHA
49
14 (+2) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
HM: 01, 04
Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
Vulnerabilities: Water, Rock, Electric
Resistances: Bug, Fire, Grass, Steel, Fighting
Immunities: Ground
Moves
Starting Moves: Growl, Scratch, Ember, Rage, Leer,
Smokescreen, Wing Attack
Level 14: Slash, Dragon Rage
Level 18: Flamethrower, Fire Spin
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 38, 39,
40, 44, 45, 47, 48, 49
HM: 01, 02, 04
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Squirtle
Small Water Type | Level 1 | CR 1/2
Armor Class: 14
Hit Points: 8
Hit Dice: d6
Speed: 30ft. walking | 20ft swimming
Skills: Survival
Saving Throws: Constitution
Vulnerabilities: Grass, Electric
Resistances: Rock, Ground, Fire, Water, Ice, Steel
Moves
Starting Moves: Tackle, Tail Whip, Water Gun
Level 6: Bubble, Withdraw
Level 10: Bite, Body Slam, Rain Dance
Level 14: Bubble Beam, Rapid Spin, Protect
Level 18: Skull Bash, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44,45
HM: 03, 04, 06, 07
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Blastoise
Large Water Type | Level 10 | CR 11
Armor Class: 18
Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking | 30ft swimming
Moves
Starting Moves: Tail whip, Bubble, Water Gun, Bite,
Body Slam, Withdraw
Level 14: Bubble Beam, Rain Dance, Rapid Spin
Level 18: Skull Bash, Hydro Pump, Protect
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 40, 44,
45 Caterpie
HM: 03, 04, 06, 07 Tiny Bug Type | Level 1 | CR 1/8
Armor Class: 9
Hit Points: 5
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Tackle, String Shot
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Metapod
Small Bug Type | Level 2 | CR 2
Armor Class: 14
Hit Points: 11
Hit Dice: d8
Speed: 20ft. walking
Moves
Starting Moves: Harden
Butterfree
Medium Bug/Flying Type | Level 5 | CR 7
Armor Class: 15
Hit Points: 43
Hit Dice: d10
Speed: 30ft. walking | 30ft Flying
Skills: Acrobatics
Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Electric, Ice, Rock, Flying
Resistances: Bug, Grass, Fighting
Immunities: Ground
Moves
Starting Moves: Gust, Confusion
Level 6: Poison Powder, Stun Spore, Sleep Powder
Level 10: Psybeam, Supersonic
Level 14: Whirlwind, Safeguard
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 39, 44, 45, 50
HM: 05
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Weedle
Tiny Bug Type | Level 1 | CR 1/8
Armor Class: 9
Hit Points: 6
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Poison Sting, String Shot
Kakuna
Small Bug/Poison Type | Level 2 | CR 2
Armor Class: 14
Hit Points: 13
Hit Dice: d8
Speed: 20ft. walking
Moves
Starting Moves: Harden
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Beedrill
Medium Bug/Poison Type | Level 5 | CR 8
Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking | 30ft Flying
Moves
Pidgey
Tiny Normal/Flying Type | Level 1 | CR 1/8
Starting Moves: Twineedle, Fury Attack
Armor Class: 12
Level 6: Rage Hit Points: 6
Level 10: Focus Energy, Pursuit Hit Dice: d6
Speed: 20ft. walking | 25ft Flying
Level 14: Pin Missile, Agility
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 27, 11 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
32, 34, 35, 36, 39, 44, 45, 49
HM: 01 Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground
Moves
Starting Moves: Tackle
Level 2: Sand Attack, Gust
Level 6: Quick Attack, Whirlwind
Level 10: Agility
Level 14: Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 43, 44, 45, 46, 47
HM: 02
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Pidgeotto
Medium Normal/Flying Type | Level 5 | CR 3
Armor Class: 13
Hit Points: 30
Hit Dice: d8
Speed: 20ft. walking | 30ft Flying
Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground
Moves
Starting Moves: Tackle, Sand Attack, Gust, Quick
Attack
Level 10: Agility
Level 14: Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 43, 44, 45, 46, 47
HM: 02
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Rattata
Tiny Normal Type | Level 1 | CR 1/8
Armor Class: 12
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking
Armor Class: 14
Moves Hit Points: 30
Starting Moves: Tackle, Tail Whip Hit Dice: d8
Speed: 30ft. walking
Level 2: Quick Attack, Focus Energy
Level 6: Bite STR DEX CON INT WIS CHA
Level 10: Hyper Fang, Pursuit 16 (+3) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 14: Double Edge, Crunch
Learnable Moves: Skills: Perception, Stealth
Saving Throws: Dexterity
TM: 02, 03, 06, 08, 10, 11, 13, 14, 16, 17, 20, 21, Vulnerabilities: Fighting
23, 25, 27, 28, 30, 31, 32, 34, 35, 39, 40, 44, 45, Immunities: Ghost
46
Quick Getaway: While this Pokémon is active, a
trainer automatically succeeds on their DEX roll to
run away.
Guts: This Pokémon does an additional 1d6
damage on attacks when suffering a negative status
effect.
Moves
Starting Moves: Tackle, Tail Whip, Swords Dance,
Quick Attack, Focus Energy
Level 6: Bite
Level 10: Hyper Fang
Level 14: Crunch
Level 18: Double-Edge
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, 17,
20, 21, 23, 25, 27, 28, 30, 31, 32, 34, 35, 39, 40,
44, 45, 46
HM: 01, 04
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Spearow
Tiny Normal/Flying Type | Level 1| CR 1/8
Armor Class: 12
Hit Points: 5
Hit Dice: d6
Speed: 10ft. walking | 25ft. Flying
Skills: Perception
Saving Throws: Dexterity
Vulnerabilities: Rock, Electric, Ice
Resistances: Bug, Grass
Immunities: Ghost, Ground
Armor Class: 13
Moves Hit Points: 25
Hit Dice: d8
Starting Moves: Peck, Growl Speed: 10ft. walking | 40ft. Flying
Level 2: Leer
Level 6: Fury Attack, Pursuit STR DEX CON INT WIS CHA
Level 10: Mirror Move, Agility 16 (+3) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
Level 14: Focus Energy
Skills: Perception
Level 18: Drill Peck Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Rock, Electric, Ice
Resistances: Bug, Grass
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34, Immunities: Ghost, Ground
35, 39, 43, 44, 45, 46, 47
HM: 02 Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Evolution: Spearow evolves into Fearow at level 8.
Moves
Starting Moves: Peck, Growl, Leer
Level 6: Fury Attack, Pursuit
Level 10: Mirror Move
Level 14: Focus Energy,Agility
Level 18: Drill Peck
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 20, 21, 27, 31, 32,
34, 35, 39, 43, 44, 45, 46, 47
HM: 02
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Ekans
Small Poison Type | Level 1| CR 1/2
Armor Class: 14
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking
Armor Class: 16
Moves Hit Points: 30
Hit Dice: d10
Starting Moves: Wrap, Leer Speed: 30ft. walking
Level 2: Poison Sting
Level 6: Bite, Screech STR DEX CON INT WIS CHA
Level 10: Acid 16 (+3) 13 (+1) 12 (+1) 8 (-1) 12 (+1) 12 (+1)
Level 14: Haze
Skills: Stealth, Deception, Intimidation
Learnable Moves: Saving Throws: Constitution
TM: 02, 03, 06, 10, 11, 13, 17, 19, 20, 21, 26, 27, Vulnerabilities: Ground, Psychic
28, 32, 34, 35, 36, 44, 45, 46 Resistances: Fairy, Fighting, Grass, Bug, Poison
HM: 04
Intimidate: Once per combat, you can impose
disadvantage on an enemy attack roll of your
choice.
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each
their turns. On a result of 4, they are cured.
Moves
Starting Moves: Wrap, Leer, Poison Sting, Bite
Level 6: Screech, Glare
Level 10: Acid, Crunch
Level 14: Haze
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 26,
27, 28, 32, 34, 35, 36, 44, 45, 46
HM: 04
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Pikachu
Small Electric Type | Level 1| CR 1/2
Armor Class: 14
Hit Points: 6
Hit Dice: d6
Speed: 35ft. walking
Armor Class: 16
Moves Hit Points: 30
Starting Moves: Tail Whip, Thunder Shock Hit Dice: d10
Speed: 35ft. walking
Level 2: Growl, Quick Attack
Level 6: Thunder Wave STR DEX CON INT WIS CHA
Level 10: Double Team, Spark 15 (+2) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 14: Slam, Thunderbolt, Agility
Level 18: Light Screen, Thunder Skills: Acrobatics
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Ground
TM: 01, 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, Resistances: Steel, Flying, Electric
23, 25, 27, 31, 32, 34, 35, 39, 40, 41, 43, 44, 45
HM: 04, 05 Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can
choose to redirect that attack to themselves
instead. This does not work on area of effect
moves.
Moves
Starting Moves: Tail Whip, Thunder Shock, Growl
Level 6: Quick Attack, Thunder Wave
Level 10: Double Team, Spark
Level 14: Slam, Thunderbolt
Level 18: Agility, Light Screen, Thunder
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 10, 13, 15, 17, 18, 20,
21, 23, 25, 27, 31, 32, 34, 35, 39, 40, 41, 43, 44,
45, 46
HM: 04, 05
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Sandshrew
Small Ground Type | Level 1| CR 1/2
Armor Class: 14
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking
Skills: Athletics
Saving Throws: Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Rock, Poison
Immunities: Electric
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Nidoran ♀
Tiny Poison Type | Level 1| CR 1/4
Armor Class: 11
Hit Points: 7
Hit Dice: d6
Speed: 30ft. walking
Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fairy, Grass, Fighting, Bug, Poison
Moves
Starting Moves: Scratch, Growl, Tail Whip, Double
Kick
Level 6: Poison Sting
Level 10: Fury Swipes, Bite
Level 14: Crunch
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46
HM: 04
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Nidoqueen
Large Poison/Ground Type | Level 10| CR 11
Armor Class: 16
Hit Points: 82
Hit Dice: d12
Speed: 35ft. walking
Moves
Starting Moves: Leer, Peck
Level 2: Focus Energy, Double Kick
Level 6: Poison Sting
Level 10: Fury Swipes
Level 14: Horn Attack
Level 18: Horn Drill
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 14, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 40, 43, 44, 45, 46
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Nidorino
Medium Poison Type | Level 5| CR 4
Armor Class: 12
Hit Points: 35
Hit Dice: d8
Speed: 30ft. walking
Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fairy, Grass, Fighting, Bug, Poison
Moves
Starting Moves: Leer, Peck, Focus Energy, Double
Kick, Poison Sting, Fury Attack, Horn Attack
Level 14: Thrash, Bide
Level 18: Horn Drill, Megahorn
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 14, 15, 16,
17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33, 34,
35, 37, 38, 40, 41, 43, 44, 45, 46, 48, 49
HM: 03, 04
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Clefairy
Small Fairy Type | Level 1| CR 1
Armor Class: 12
Hit Points: 7
Hit Dice: d6
Speed: 30ft. walking
Moves Clefable
Starting Moves: Pound, Growl Medium Fairy Type | Level 5| CR 8
Moves
Starting Moves: Pound, Growl, Sing, Spotlight
Level 6: Double Slap, Defense Curl
Level 10: Minimize, Light Screen
Level 14: Body Slam, Metronome
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 15,
17, 18, 20, 21, 22, 23, 25, 27, 29, 30 ,31, 32, 33,
34, 35, 38, 40, 41, 42, 43, 44, 45, 48, 50
HM: 04, 05
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Vulpix
Small Fire Type | Level 1| CR 1/2
Armor Class: 12
Hit Points: 5
Hit Dice: d6
Speed: 30ft. walking
Armor Class: 14
Moves Hit Points: 30
Starting Moves: Ember Hit Dice: d10
Speed: 30ft. walking
Level 2: Tail Whip, Roar
Level 6: Quick Attack, Confuse Ray STR DEX CON INT WIS CHA
Level 10: Flamethrower, Feint Attack 14 (+2) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 14 (+2)
Level 14: Fire Spin, Safeguard
Learnable Moves: Skills: Perception, Investigation
Saving Throws: Dexterity
TM: 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27, 28, Vulnerabilities: Ground, Water, Rock
32, 34, 35, 38, 39, 44, 45 Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire
Moves
Starting Moves: Ember, Tail Whip, Roar
Level 6: Quick Attack, Confuse Ray
Level 10: Feint Attack
Level 14: Flame Thrower, Safeguard
Level 18: Fire Spin
Learnable Moves:
TM: 02, 03, 05, 06, 10, 11, 13, 15, 17, 20, 21,
23, 27, 28, 32, 34, 35, 38, 39, 44, 45
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Jigglypuff
Small Normal/Fairy Type | Level 1| CR 1
Armor Class: 11
Hit Points:6
Points:
Hit Dice: d6
Speed: 25ft. walking
Moves
Wigglytuff
Medium Normal/Fairy Type | Level 5| CR 6
Starting Moves: Pound, Sing
Armor Class: 13
Level 2: Defense Curl Hit Points: 38
Level 6: Disable, Double Slap Hit Dice: d10
Speed: 30ft. walking
Level 10: Rest, Body Slam, Rollout
Level 14: Mimic, Double-Edge
STR DEX CON INT WIS CHA
Learnable Moves:
13 (+1) 12 (+1) 10 (+1) 8 (-1) 12 (+1) 18 (+4)
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 17,
18, 20, 21, 22, 25, 27, 29, 30, 31, 32, 33, 34, 35, Skills: Persuasion, Insight
38, 40, 41, 42, 43, 44, 45, 48, 50 Saving Throws: Wisdom, Charisma
HM: 04, 05 Vulnerabilities: Poison, Steel
Resistances: Bug, Dark
Immunities: Dragon, Ghost
Moves
Starting Moves: Pound, Defense Curl, Sing
Level 6: Double Slap, Disable
Level 10: Rest, Body Slam
Level 14: Mimic, Rollout
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 09, 10, 11, 13, 14, 15,
17, 18, 20, 21, 22, 25, 27, 29, 30, 31, 32, 33, 34,
35, 38, 40, 41, 42, 43, 44, 45, 48, 50
HM: 04, 05
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Zubat
Tiny Flying/Poison Type | Level 1| CR 1/8
Armor Class: 12
Hit Points: 7
Hit Dice: d6
Speed: 5ft. walking | 25ft flying
Skills: Stealth
Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Psychic, Rock
Resistances: Fighting, Bug, Fairy, Grass, Poison
Immunities: Ground
Senses Darkvision 60ft
Moves
Starting Moves: Leech Life, Supersonic, Bite
Level 6: Wing Attack, Confuse Ray
Level 10: Swift, Super Fang
Level 14: Mean Look
Level 18: Haze
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 27, 32,
34, 35, 39, 43, 44, 45, 46, 47
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Oddish
Tiny Grass/Poison Type | Level 1 | CR 1/2
Armor Class: 10
Hit Points: 7
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Absorb, Growth, Acid, Sweet Scent
Level 6: Poison Powder, Sleeping Powder, Stun
Spore
Level 10: Mega Drain, Moonlight
Level 14: Toxic
Level 18: Petal Dance, Giga Drain
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 36, 44, 45
HM: 01, 05
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Vileplume
Medium Grass/Poison Type | Level 10 | CR 10
Armor Class: 14
Hit Points: 99
Hit Dice: d12
Speed: 30ft. walking
Moves Paras
Starting Moves: Absorb, Growth, Acid, Poison Tiny Bug/Grass Type | Level 1 | CR 1/4
Powder, Sleep Powder, Stun Spore, Mega Drain
Level 14: Toxic, Moonlight Armor Class: 12
Hit Points: 8
Level 18: Petal Dance, Solar Beam, Giga Drain Hit Dice: d6
Learnable Moves: Speed: 25ft. walking
TM: 03, 06, 08, 10, 11, 12, 13, 15, 17, 19, 20, 21,
22, 27, 28, 32, 34, 35, 36, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 05 9 (-1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Water, Grass, Electric, Ground, Fighting
Moves
Starting Moves: Scratch
Level 2: Stun Spore, Poison Powder
Level 6: Absorb, Fury Cutter
Level 10: Spore, Slash
Level 14: Growth, Giga Drain
Learnable Moves:
TM: 03, 06, 08, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 28, 32, 34, 35, 36, 44, 45, 46, 49
HM: 01, 05
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Parasect
Large Bug/Grass Type | Level 5 | CR 6
Armor Class: 14
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Tackle, Disable
Level 2: Supersonic, Foresight
Level 6: Confusion, Poison Powder
Level 10: Stun Spore, Sleep Powder, Psybeam
Level 14: Leech Life, Psychic
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
29, 32, 34, 35, 36, 39, 44, 45, 46
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Venomoth
Medium Bug/Poison Type | Level 8 | CR 7
Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 15ft. walking | 30ft flying
Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock, Psychic
Resistances: Poison, Grass, Fairy, Bug, Fighting
Moves
Starting Moves: Sand Attack, Scratch
Level 2: Growl
Level 6: Mud Slap, Magnitude
Level 10: Dig, Slash
Level 14: Earthquake
Level 18: Fissure
Learnable Moves:
TM: 03, 06, 08, 10, 11, 13, 17, 20, 21, 26, 27, 28,
31, 32, 34, 35, 36, 44, 45, 46
HM: 01
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Dugtrio
Medium Ground Type | Level 5 | CR 6
Armor Class: 15
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking (burrowing)
Moves
Starting Moves: Scratch, Growl
Level 2: Bite
Level 6: Fury Swipes, Screech
Level 10: Payday, Feint Attack
Level 14: Slash
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 16, 17, 20, 21,
23, 25, 27, 30, 31, 32, 34, 35, 39, 40, 42, 43, 44,
45, 46, 50
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Persian
Medium Normal Type | Level 5 | CR 6
Armor Class: 13
Hit Points: 38
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Scratch, Growl, Bite, Swift
Psyduck
Small Water/Psychic Type | Level 1 | CR 1/2
Level 6: Fury Swipes, Screech
Armor Class: 12
Level 10: Payday, Feint Attack Hit Points: 8
Level 14: Slash Hit Dice: d6
Speed: 25ft. walking | 20ft swimming
Learnable Moves:
TM: 02, 03, 05, 06, 07, 09, 10, 11, 13, 15, 16, 17,
20, 21, 23, 25, 27, 30, 31, 32, 34, 35, 39, 40, 42, STR DEX CON INT WIS CHA
43, 44, 45, 46, 50 10 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Skills: Insight
Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Ghost, Grass, Electric
Resistances: Steel, Fire, Water, Ice, Psychic
Moves
Starting Moves: Scratch
Level 2: Tail Whip, Water Gun
Level 6: Fury Swipes, Confusion
Level 10: Disable, Screech
Level 14: Psych Up, Rain Dance
Level 18: Hydro Pump, Amnesia
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 16, 17, 18,
20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 39, 44, 45
HM: 03, 05, 06, 07
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Golduck
Medium Water/Psychic Type | Level 8 | CR 8
Armor Class: 13
Hit Points: 76
Hit Dice: d10
Speed: 30ft. walking | 30ft swimming
Skills: Insight
Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Ghost, Grass, Electric
Resistances: Steel, Fire, Water, Ice, Psychic
Moves
Mankey
Small Fighting Type | Level 1 | CR 1/2
Starting Moves: Scratch, Water Gun, Tail Whip
Armor Class: 12
Level 6: Fury Swipes, Confusion Hit Points: 6
Level 10: Disable, Screech Hit Dice: d6
Speed: 30ft. walking
Level 14: Psych Up, Rain Dance
Level 18: Hydro Pump, Amnesia
STR DEX CON INT WIS CHA
Learnable Moves:
14 (+2) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
TM: 01, 02, 03, 06, 08, 09, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 39, 44, Skills: Athletics, Acrobatics
45, 49 Saving Throws: Dexterity, Strength
HM: 03, 04, 05, 06, 07 Vulnerabilities: Flying, Psychic, Fairy
Resistances: Dark, Rock, Bug
Moves
Starting Moves: Scratch, Low Kick, Leer, Focus
Energy
Level 2: Fury Swipes, Karate Chop
Level 6: Seismic Toss, Pursuit
Level 10: Thrash, Swagger
Level 14: Cross Chop, Screech
Level 18: Outrage
Learnable Moves:
TM: 01, 02, 03, 06, 08, 09, 10, 11, 13, 17, 20, 21,
23, 25, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41, 43,
44, 45, 46, 48
HM: 04
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Primeape
Medium Fighting Type | Level 5 | CR 6
Armor Class: 14
Hit Points: 38
Hit Dice: d10
Speed: 30ft. walking
Moves Growlithe
Starting Moves: Scratch, Low Kick, Leer, Focus Small Fire Type | Level 1 | CR 1/2
Energy, Fury Swipes, Karate Chop
Armor Class: 12
Level 6: Seismic Toss Hit Points: 6
Level 10: Thrash, Pursuit Hit Dice: d6
Speed: 30ft. walking
Level 14: Cross Chop, Swagger
Level 18: Outrage, Screech STR DEX CON INT WIS CHA
Learnable Moves: 13 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
TM: 01, 02, 03, 06, 08, 09, 10, 11, 13, 15, 17, 20,
21, 23, 25, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41, Skills: Perception
43, 44, 45, 46, 48 Saving Throws: Dexterity
HM: 04 Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Grass, Ice, Steel
Immunities: Fire
Moves
Starting Moves: Bite, Roar
Level 2: Ember, Leer
Level 6: Take Down, Flame Wheel, Reversal
Level 10: Agility, Flamethrower
Level 14: Crunch, Outrage
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 23,
24, 27, 28, 32, 34, 35, 38, 39, 44, 45
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Arcanine
Large Fire Type | Level 8 | CR 9
Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Water Gun
Level 2: Bubble, Hypnosis
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam
Level 14: Mud Slap, Belly Drum
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
29, 32, 34, 35, 40, 44, 45, 46
HM: 03, 06, 07
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Poliwhirl
Medium Water Type | Level 5 | CR 3
Armor Class: 12
Hit Points: 34
Hit Dice: d8
Speed: 25ft. walking | 30ft swimming
Armor Class: 15
Moves Hit Points: 94
Starting Moves: Water Gun, Bubble, Hypnosis Hit Dice: d12
Speed: 30ft. walking | 30ft swimming
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam STR DEX CON INT WIS CHA
Level 14: Mud Slap, Belly Drum 18 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Hydro Pump
Learnable Moves: Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
TM: 02, 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 21, Vulnerabilities: Electric, Grass, Psychic, Fairy, Flying
27, 29, 31, 32, 33, 34, 35, 40, 43, 44, 45, 46 Resistances: Water, Fire, Ice, Steel, Rock, Bug, Dark
HM: 03, 04, 06, 07
Water Weight: This Pokémon gains temporary hit
points equal to its level when battling in coastal and
swampy areas, or in rainy conditions.
Moves
Starting Moves: Water Gun, Bubble, Hypnosis,
Double Slap, Rain Dance, Body Slam
Level 14: Mud Slap, Bubblebeam
Level 18: Hydro Pump, Belly Drum
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 29, 31, 32, 33, 34, 35, 40, 43, 44,
45, 46
HM: 03, 04, 06, 07
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Abra
Small Psychic Type | Level 1 | CR 1/4
Armor Class: 10
Hit Points: 6
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Teleport, Scratch, Confusion
Level 6: Disable
Level 10: Psybeam, Reflect
Level 14: Recover, Future Sight
Level 18: Psychic
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 28, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45,
46, 48, 50
HM: 05
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Alakazam
Medium Psychic Type | Level 10 | CR 12
Armor Class: 16
Hit Points: 84
Hit Dice: d12
Speed: 30ft. walking
Moves
Starting Moves: Low Kick, Leer
Level 2: Karate Chop, Focus Energy
Level 6: Seismic Toss, Foresight
Level 10: Submission, Vital Throw
Level 14: Cross Chop, Scary Face
Level 18: Dynamic Punch
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26,
27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45, 46,
48
HM: 04
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Machoke
Medium Fighting Type | Level 5 | CR 4
Armor Class: 13
Hit Points: 34
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Low Kick, Leer, Focus Energy, Karate
Chop, Seismic Toss, Submission, Vital Throw, Scary
Face
Level 18: Cross Chop, Dynamic Punch
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21,
26, 27, 28, 31, 32, 33, 34, 35, 38, 41, 43, 44, 45,
46, 48
HM:04
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Bellsprout
Tiny Grass/Poison Type | Level 1 | CR 1/4
Armor Class: 11
Hit Points: 7
Hit Dice: d6
Speed: 20ft. walking
Moves
Weepinbell
Medium Grass/Poison Type | Level 5 | CR 3
Starting Moves: Vine Whip
Armor Class: 12
Level 2: Growth Hit Points: 35
Level 6: Wrap, Sleep Powder, Poison Powder Hit Dice: d8
Speed: 20ft. walking
Level 10: Stun Spore, Acid
Level 14: Razor Leaf, Sweet Scent STR DEX CON INT WIS CHA
Level 18: Slam 14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27, Skills: Nature, Survival
32, 34, 35, 36, 44, 45 Saving Throws: Constitution
Vulnerabilities: Psychic, Fire, Flying, Ice
HM: 01, 05 Resistances: Fighting, Fairy, Electric, Grass, Water
Moves
Starting Moves: Vine Whip, Growth, Wrap
Level 6: Sleep Powder, Poison Powder
Level 10: Stun Spore, Acid
Level 14: Sweet Scent
Level 18: Slam, Razor Leaf
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22, 27,
32, 34, 35, 36, 44, 45
HM: 01, 05
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Victreebell
Large Grass/Poison Type | Level 10 | CR 10
Armor Class: 14
Hit Points: 87
Hit Dice: d12
Speed: 20ft. walking
Moves
Starting Moves: Poison Sting
Level 2: Supersonic, Constrict
Level 6: Acid
Level 10: Bubble Beam
Level 14: Barrier, Screech
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 19, 20, 21, 27,
32, 34, 35, 36, 44, 45
HM: 01, 03, 06
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Tentacruel
Large Water/Poison Type | Level 8 | CR 7
Armor Class: 15
Hit Points: 62
Hit Dice: d10
Speed: 20ft. walking | 40ft swimming
Armor Class: 14
Moves Hit Points: 8
Hit Dice: d6
Starting Moves: Poison Sting, Supersonic, Constrict Speed: 25ft. walking
Level 6: Acid
Level 10: Bubble Beam STR DEX CON INT WIS CHA
Level 14: Barrier 13 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Screech, Hydro Pump
Skills: Athletics, Survival
Learnable Moves: Saving Throws: Constitution
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 19, 20, 21, Vulnerabilities: Ice, Ground, Steel, Fighting, Water,
27, 32, 34, 35, 36, 44, 45 Grass
Resistances: Flying, Normal, Rock, Fire
HM: 01, 03, 06 Immunities: Electric
Moves
Starting Moves: Tackle
Level 2: Defense Curl
Level 6: Magnitude, Rollout
Level 10: Rock Throw, Rock Slide
Level 14: Self Destruct, Stone Edge, Earthquake
Level 18: Explosion, Double Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 17, 20, 21,
26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45, 48
HM: 04
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Graveler
Medium Rock/Ground Type | Level 5 | CR 6
Armor Class: 16
Hit Points: 40
Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Tackle, Defense Curl, Magnitude,
Rock Throw, Rock Slide, Rollout
Level 14: Self Destruct, Stone Edge
Level 18: Earthquake, Double Edge, Explosion
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 11, 13, 15, 17, 20,
21, 26, 27, 28, 31, 32, 34, 35, 37, 38, 40, 44, 45,
48, 49
HM: 04
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Ponyta
Medium Fire Type | Level 1 | CR 1
Armor Class: 13
Hit Points: 8
Hit Dice: d8
Speed: 35ft. walking
Skills: Athletics
Saving Throws: Dexterity
Vulnerabilities: Ground, Water, Rock
Resistances: Fairy, Ice, Steel, Bug, Grass
Immunities: Fire
Moves
Starting Moves: Tackle, Growl, Fury Attack, Quick
Attack, Tail Whip, Ember,Stomp, Fire Blast, Take
Down
Level 14: Fire Spin, Agility
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 20, 21, 23, 27,
32, 34, 35, 38, 39, 44, 45
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Slowpoke
Medium Water/Psychic Type | Level 1 | CR 2
Armor Class: 14
Hit Points: 9
Hit Dice: d8
Speed: 15ft. walking | 25ft swimming
Moves Slowbro
Large Water/Psychic Type | Level 8 | CR 9
Starting Moves: Tackle
Armor Class: 16
Level 2: Growl, Water Gun
Hit Points: 70
Level 6: Confusion, Disable Hit Dice: d10
Level 10: Headbutt Speed: 25ft. walking | 35ft swimming
Moves
Starting Moves: Tackle, Growl, Water Gun,
Confusion, Disable
Level 10: Headbutt
Level 14: Amnesia, Rain Dance
Level 18: Psych Up, Psychic
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 26, 27, 28, 29, 30, 31, 32,
33, 34, 35, 38, 39, 42, 44, 45, 49, 50
HM: 03, 04, 05
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Magnemite
Medium Electric/Steel Type | Level 1 | CR 1/4
Armor Class: 12
Hit Points: 8
Hit Dice: d6
Speed: 0ft. walking | 20ft flying (hovering)
Moves
Starting Moves: Tackle, Supersonic, Thunder Shock,
Thunder Wave
Level 6: Light Screen, Spark
Level 10: Screech, Bide, Tri-Attack
Level 14: Sonic Boom, Lock-On
Level 18: Zap Cannon
Learnable Moves:
TM: 03, 04, 06, 07, 10, 13, 15, 17, 18, 20, 21, 25,
27, 32, 34, 35, 39, 44
HM: 05
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Farfetch’d
Small Normal/Flying Type | Level 3 | CR 3
Armor Class: 12
Hit Points: 34
Hit Dice: d8
Speed: 25ft. walking | 30ft flying
Moves
Starting Moves: Peck, Growl
Level 2: Quick Attack, Rage
Level 6: Fury Attack, Pursuit
Level 10: Agility
Level 14: Swords Dance, Jump Kick
Level 18: Drill Peck, Thrash
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 44, 45, 46, 47
HM: 02
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Dodrio
Medium Normal/Flying Type | Level 8 | CR 7
Armor Class: 14
Hit Points: 54
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Headbutt
Level 2: Growl
Level 6: Rest, Bubble, Icy Wind
Level 10: Body Slam, Encore
Level 14: Aurora Beam, Take Down
Level 18: Ice Beam, Safeguard
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
32, 34, 35, 44, 45
HM: 03, 06, 07
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Dewgong
Medium Water/Ice Type | Level 5 | CR 8
Armor Class: 14
Hit Points: 54
Hit Dice: d10
Speed: 15ft. walking | 50ft swimming
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice
Armor Class: 11
Moves Hit Points: 9
Starting Moves: Headbutt, Growl Hit Dice: d6
Speed: 20ft. walking
Level 6: Rest, Bubble
Level 10: Body Slam, Encore
STR DEX CON INT WIS CHA
Level 14: Aurora Beam, Take Down
14 (+2) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 8 (-1)
Level 18: Ice Beam, Safeguard
Learnable Moves: Skills: Stealth
Saving Throws: Constitution
TM: 02, 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, Vulnerabilities: Ground, Psychic
27, 32, 34, 35, 44, 45 Resistances: Fighting, Fairy, Poison, Grass, Bug
HM: 03, 06, 07
Poison Touch: When this Pokémon is hit with a
melee attack, roll a 1d4. On a result of 4, the
attacker takes 1d6 poison damage.
Sticky Touch: Held items cannot be stolen from this
Pokémon.
Evolution: Grimer can evolve into Mux at level 14
and above.
Moves
Starting Moves: Pound
Level 2: Harden, Mud Slap
Level 6: Disable
Level 10: Minimize, Lick
Level 14: Screech, Sludge Bomb
Level 18: Acid Armor
Learnable Moves:
TM: 01, 03, 06, 07, 10, 11, 13, 17, 19, 20, 21, 25,
27, 31, 32, 33, 34, 36, 38, 41, 44, 45, 46, 48
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Muk
Large Poison Type | Level 10 | CR 9
Armor Class: 14
Hit Points: 87
Hit Dice: d10
Speed: 30ft. walking
Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Fighting, Fairy, Poison, Grass, Bug
Moves
Starting Moves: Tackle, Water Gun
Level 2: Withdraw
Level 6: Supersonic, Protect
Level 10: Leer, Clamp
Level 14: Aurora Beam, Whirlpool
Level 18: Hydro Pump, Ice Beam
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, 32,
34, 35, 39, 44, 45
HM: 03, 06
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Cloyster
Large Water/Ice Type | Level 8 | CR 10
Armor Class: 18
Hit Points: 62
Hit Dice: d12
Speed: 10ft. walking | 30ft swimming
Skills: Survival
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Electric, Rock, Fighting
Resistances: Water, Ice
Moves Gastly
Small Ghost/Poison Type | Level 1 | CR 1/2
Starting Moves: Tackle, Water Gun, Withdraw,
Supersonic, Protect Armor Class: 12
Hit Points: 7
Level 10: Leer, Clamp Hit Dice: d6
Level 14: Aurora Beam Speed: 0ft. walking | 25ft flying (hovering)
Level 18: Hydro Pump, Whirlpool, Ice Beam
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27, 10 (+0) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 12 (+1)
32, 34, 35, 39, 44, 45
HM: 03, 06 Skills: Stealth, Deception
Saving Throws: Constitution
Vulnerabilities: Ghost, Psychic, Ground, Dark
Resistances: Grass, Fairy, Bug, Poison
Immunities: Normal, Fighting
Moves
Starting Moves: Hypnosis, Lick
Level 2: Leer, Spite
Level 6: Night Shade, Screech, Mean Look
Level 10: Confusion, Curse
Level 14: Dream Eater, Confuse Ray, Shadow Ball
Level 18: Destiny Bond, Nightmare
Learnable Moves:
TM: 03, 06, 07, 09, 10, 11, 13, 17, 18, 19, 20, 21,
25, 27, 29, 30, 32, 34, 35, 42, 44, 45, 46, 50
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Haunter
Medium Ghost/Poison Type | Level 5 | CR 4
Armor Class: 13
Hit Points: 35
Hit Dice: d10
Speed: 0ft. walking | 30ft flying (hovering)
Moves
Starting Moves: Hypnosis, Lick, Leer, Nightshade,
Screech, Confusion, Mean Look, Curse, Spite
Level 14: Dream Eater, Confuse Ray
Level 18: Destiny Bond, Nightmare, Shadow Ball
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 19, 20, 21, 25, 27, 29, 30, 32, 33, 34, 35, 41,
42, 44, 45, 46, 50
HM: 04
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Onix
Huge Rock/Ground Type | Level 5 | CR 10
Armor Class: 18
Hit Points: 55
Hit Dice: d10
Speed: 30ft. walking
Skills: Athletics
Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Fighting, Ice, Ground, Steel,
Water
Resistances: Flying, Normal, Rock, Fire
Immunities: Electric
Moves
Starting Moves: Pound, Hypnosis
Level 2: Disable, Confusion, Meditate
Level 6: Headbutt, Low Kick, Swagger
Level 10: Psybeam, Psywave, Psych Up
Level 14: Psychic, Future Sight
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20,
21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, 48,
50
HM: 05
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Hypno
Medium Psychic Type | Level 5 | CR 8
Armor Class: 14
Hit Points: 41
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Pound, Hypnosis, Disable,
Confusion Krabby
Small Water Type | Level 1 | CR 1/8
Level 6: Headbutt, Low Kick, Meditate
Level 10: Psybeam, Psywave, Swagger, Psych Up Armor Class: 13
Level 14: Psychic, Future Sight Hit Points: 7
Hit Dice: d6
Learnable Moves: Speed: 25ft. walking | 30ft Swimming
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18,
20, 21, 27, 29, 30, 32, 33, 34, 35, 41, 42, 44, 45, STR DEX CON INT WIS CHA
48, 50
14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
HM: 05
Skills: Survival, Sleight of Hand
Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Water, Steel
Moves
Starting Moves: Bubble
Level 2: Leer
Level 6: Harden, Bubble Beam, Mud Slap
Level 10: Stomp, Vice Grip, Protect
Level 14: Slam, Guillotine
Learnable Moves:
TM: 03, 06, 08, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 44, 45, 46, 49
HM: 01, 03, 04. 06
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Kingler
Large Water Type | Level 5 | CR 6
Armor Class: 16
Hit Points: 35
Hit Dice: d10
Speed: 30ft. walking | 30ft Swimming
Moves
Starting Moves: Bubble, Leer
Voltorb
Small Electric Type | Level 1 | CR 1/2
Level 6: Harden, Bubble Beam
Armor Class: 12
Level 10: Mud Slap, Stomp, Vice Grip Hit Points: 7
Level 14: Slam, Guillotine, Protect Hit Dice: d6
Speed: 20ft. walking
Learnable Moves:
TM: 03, 06, 08, 10, 13, 14, 15, 16, 17, 18, 20, 21,
27, 31, 32, 34, 35, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 03, 04. 06 10 (+0) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric
Moves
Starting Moves: Tackle
Level 2: Leer, Spark
Level 6: Screech, Rollout
Level 10: Swift, Light Screen
Level 14: Self Destruct, Sonic Boom
Level 18: Explosion, Mirror Coat
Learnable Moves:
TM: 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 25,
27, 32, 34, 35, 39, 44
HM: 05
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Electrode
Medium Electric Type | Level 8 | CR 7
Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 30ft. walking
Skills: Stealth
Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Steel, Flying, Electric
Moves
Starting Moves: Barrage, Hypnosis
Level 2: Reflect, Leech Seed
Level 6: Stun Spore, Poison Powder, Sleep Powder
Level 10: Confusion
Level 14: Solar Beam
Learnable Moves:
TM: 03, 04, 06, 09, 10, 11, 13, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 36, 42, 44, 45, 46, 50
HM: 04, 05
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Exeggcutor
Medium Grass/Psychic Type | Level 5 | CR 7
Armor Class: 14
Hit Points: 36
Hit Dice: d10
Speed: 30ft. walking
Skills: Nature
Saving Throws: Dexterity
Vulnerabilities: Ghost, Ice, Fire, Dark, Flying, Poison,
Bug
Resistances: Fighting, Ground, Psychic, Grass,
Electric, Water
Moves
Starting Moves: Growl, Tail Whip, Bone Club
Level 2: Headbutt
Level 6: Leer, Focus Energy
Level 10: Bonemerang
Level 14: Rage, Thrash, Bone Rush
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 14, 16, 17, 20,
21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 38, 41, 43,
44, 45, 46, 48
HM: 04
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Marowak
Medium Ground Type | Level 8 | CR 7
Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Growl, Tail Whip, Bone Club, Hitmonlee
Headbutt Medium Fighting Type | Level 5 | CR 7
Level 6: Leer, Focus Energy Armor Class: 14
Level 10: Bonemerang Hit Points: 41
Hit Dice: d10
Level 14: Rage, Thrash Speed: 30ft. walking
Level 18: Double Edge, Bone-Rush
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 08, 10, 11, 13, 14, 15, 16, 17, 15 (+2) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
20, 21, 23, 26, 27, 28, 31, 32, 34, 35, 37, 38, 41,
43, 44, 45, 46, 48 Skills: Athletics, Acrobatics
HM: 04 Saving Throws: Strength, Dexterity
Vulnerabilities: Psychic, Flying, Fairy
Resistances: Dark, Rock, Bug
Moves
Starting Moves: Double Kick, Mega Kick
Level 6: Rolling Kick, Jump Kick, Reversal
Level 10: Meditate, Focus Energy
Level 14: Hi Jump Kick, Foresight
Level 18: Reversal
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 34, 35, 39, 43, 44, 45, 46
HM: 04
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Hitmonchan
Medium Fighting Type | Level 5 | CR 7
Armor Class: 14
Hit Points: 41
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Comet Punch, Counter
Level 6: Mega Punch, Agility, Pursuit
Lickitung
Medium Normal Type | Level 5 | CR 7
Level 10: Ice Punch, Thunder Punch, Fire Punch
Level 14: Focus Energy, Mach Punch Armor Class: 14
Hit Points: 60
Level 18: Detect Hit Dice: d10
Learnable Moves: Speed: 30ft. walking
TM: 01, 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27,
31, 32, 33, 34, 35, 39, 41, 43, 44, 45, 46, 48 STR DEX CON INT WIS CHA
HM: 04 16 (+3) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Skills: Perception
Saving Throws: Constitution
Vulnerabilities: Fighting
Immunities: Ghost
Moves
Starting Moves: Lick, Supersonic
Level 6: Defense Curl, Rollout
Level 10: Wrap, Stomp, Disable
Level 14: Slam, Screech
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33,
34, 35, 37, 38, 40, 41, 42, 44, 45, 46, 48, 50
HM: 01, 03, 04
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Koffing
Medium Poison Type | Level 1 | CR 1/2
Armor Class: 11
Hit Points: 8
Hit Dice: d6
Speed: 0ft. walking | 20ft flying (hovering)
Skills: Deception
Saving Throws: Constitution
Vulnerabilities: Psychic, Ground
Resistances: Fighting, Fairy, Poison, Grass, Bug
Moves
Starting Moves: Tackle, Smog, Smokescreen
Level 6: Sludge
Level 10: Self Destruct
Level 14: Haze, Sludge Bomb
Level 18: Destiny Bond, Explosion
Learnable Moves:
TM: 03, 04, 06, 07, 10, 11, 13, 15, 17, 20, 21, 25,
27, 32, 34, 35, 36, 38, 44, 45, 46
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Rhyhorn
Large Ground/Rock Type | Level 5 | CR 5
Armor Class: 16
Hit Points: 35
Hit Dice: d8
Speed: 30ft. walking
Skills: Athletics
Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water
Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric
Moves
Starting Moves: Horn Attack, Tail Whip, Fury Attack,
Rage, Stomp, Take Down, Scary Face
Level 14: Stone Edge, Rock Slide
Level 18: Earthquake, Horn Drill, Megahorn
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 14,
15, 16, 17, 20, 21, 23, 25, 26, 27, 28, 31, 32, 34,
35, 37, 38, 41, 44, 45, 48, 49
HM: 03, 04
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Chansey
Medium Normal Type | Level 1 | CR 9
Armor Class: 13
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Constrict, Sleep Powder
Level 2: Vine Whip
Level 6: Absorb, Poison Powder, Bind
Level 10: Growth, Mega Drain
Level 14: Stun Spore, Giga Drain, Slam
Level 18: Ancient Power
Learnable Moves: TM: 02, 03, 06, 09, 10, 11, 12,
13, 15, 17, 19, 20, 21, 22, 27, 32, 34, 35, 36, 44,
45, 46
HM: 01, 05
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Kangaskhan
Large Normal Type | Level 5 | CR 8
Armor Class: 16
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Comet Punch, Leer, Tail Whip
Level 6: Bite, Rage
Horsea
Tiny Water Type | Level 1 | CR 1/2
Level 10: Mega Punch, Dizzy Punch
Level 14: Endure, Crunch Armor Class: 12
Hit Points: 7
Level 18: Outrage, Reversal Hit Dice: d6
Learnable Moves: Speed: 5ft. walking | 30ft. swimming
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31, 32, 33, STR DEX CON INT WIS CHA
34, 35, 37, 38, 41, 44, 45, 48, 49
8 (-1) 15 (+2) 12 (+1) 6 (-2) 10 (+2) 12 (+1)
HM: 03, 04
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Moves
Starting Moves: Bubble, Smokescreen
Level 2: Leer, Water Gun
Level 6: Twister, Focus Energy
Level 10: Bubble Beam
Level 14: Agility, Hydro Pump
Learnable Moves: TM: 02, 03, 06, 10, 13, 14, 16,
17, 18, 20, 21, 24, 27, 32, 34, 35, 39, 44, 45
HM: 03, 06, 07
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Seadra
Medium Water Type | Level 8 | CR 6
Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 5ft. walking | 40ft. swimming
Skills: Acrobatics
Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Moves Goldeen
Starting Moves: Bubble, Smokescreen, Leer, Water Small Water Type | Level 1| CR 1/4
Gun
Armor Class: 12
Level 6: Twister
Hit Points: 7
Level 10: Bubble Beam, Focus Energy Hit Dice: d6
Level 14: Agility Speed: 5ft. walking | 30ft. swimming
Moves
Starting Moves: Peck, Tail Whip
Level 2: Supersonic, Horn Attack
Level 6: Flail, Fury Attack
Level 10: Agility, Waterfall
Level 14: Horn Drill, Megahorn
Learnable Moves:
TM: 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27, 32,
34, 35, 39, 44, 45
HM: 03, 07
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Seaking
Medium Water Type | Level 8| CR 8
Armor Class: 15
Hit Points: 54
Hit Dice: d10
Speed: 5ft. walking | 40ft. swimming
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass
Moves Staryu
Small Water Type | Level 1| CR 1/2
Starting Moves: Peck, Tail Whip, Supersonic, Horn
Attack Armor Class: 12
Hit Points: 6
Level 6: Flail, Fury Attack Hit Dice: d6
Level 10: Agility Speed: 20ft. walking | 30ft. swimming
Level 14: Waterfall, Horn Drill
Level 18: Megahorn STR DEX CON INT WIS CHA
Learnable Moves: 10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
TM: 03, 06, 10, 13, 14, 15, 16, 17, 18, 20, 21, 27,
32, 34, 35, 39, 44, 45 Skills: Acrobatics
Saving Throws: Dexterity
HM: 03, 07 Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Electric, Grass
Moves
Starting Moves: Tackle, Harden
Level 2: Water Gun
Level 6: Recover, Psywave, Rapid Spin
Level 10: Swift, Bubblebeam, Reflect
Level 14: Minimize, Confuse Ray, Psybeam
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 09, 10, 13, 14, 16, 17, 18, 20, 21,
25, 27, 29, 32, 34, 35, 39, 44, 45
HM: 03, 05, 06, 07
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Starmie
Medium Water/Psychic Type | Level 5| CR 6
Armor Class: 15
Hit Points: 30
Hit Dice: d10
Speed: 30ft. walking | 40ft. swimming
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Fighting, Fire, Ice, Psychic, Steel, Water
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass
Moves
Starting Moves: Barrier, Confusion
Level 6: Double Slap, Mimic
Level 10: Psywave, Encore, Light Screen
Level 14: Reflect, Psybeam, Substitute, Baton Pass
Level 18: Psychic, Safeguard
Learnable Moves:
TM: 01, 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 20,
21, 22, 25, 27, 29, 30, 31, 32, 33, 34, 35, 41, 42,
44, 45, 46, 48, 50
HM: 05
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Scyther
Medium Bug/Flying Type | Level 5| CR 7
Armor Class: 16
Hit Points: 48
Hit Dice: d10
Speed: 30ft. walking | 30ft. flying
Skills: Acrobatics
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
Moves Jynx
Starting Moves: Quick Attack, Leer, Focus Energy Medium Ice/Psychic Type | Level 5| CR 7
Moves
Starting Moves: Pound, Lick, Powder Snow
Level 6: Double Slap, Ice Punch
Level 10: Mean Look
Level 14: Body Slam, Perish Song
Level 18: Blizzard
Learnable Moves:
TM: 01, 02, 03, 06, 09, 10, 12, 13, 14, 15, 16, 17,
18, 20, 21, 27, 29, 30, 31, 32, 33, 34, 35, 42, 44,
45, 46, 50
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Electabuzz
Medium Electric Type | Level 5| CR 7
Armor Class: 14
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking
Skills: Athletics
Saving Throws: Constitution
Resistances: Electric, Flying, Steel
Vulnerabilities: Ground
Moves Magmar
Starting Moves: Quick Attack, Leer, Thunder Shock Medium Fire Type | Level 5| CR 7
Level 6: Swift, Thunder Wave Armor Class: 14
Level 10: Light Screen, Thunder Punch Hit Points: 50
Hit Dice: d10
Level 14: Discharge, Screech Speed: 30ft. walking
Level 18: Thunderbolt, Thunder
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 06, 07, 08, 10, 13, 15, 17, 18, 20, 15 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
21, 23, 25, 27, 29, 31, 32, 33, 34, 35, 39, 41, 43,
44, 45, 46, 48 Skills: Athletics
HM: 04, 05 Saving Throws: Constitution
Resistances: Bug, Grass, Fairy, Fire, Ice, Steel
Vulnerabilities: Ground, Rock, Water
Moves
Starting Moves: Smog, Leer, Ember
Level 6: Smokescreen, Feint Attack
Level 10: Fire Spin, Confuse Ray
Level 14: Fire Punch, Sunny Day
Level 18: Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21,
23, 27, 29, 31, 32, 34, 35, 38, 41, 43, 44, 45, 46,
48
HM: 04
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Pinsir
Medium Bug Type | Level 5| CR 7
Armor Class: 14
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking
Skills: Athletics
Saving Throws: Constitution
Resistances: Fighting, Grass, Ground
Vulnerabilities: Fire, Flying, Rock
Moves
Starting Moves: Tackle, Tail Whip, Rage, Horn Attack
Level 6: Scary Face, Pursuit
Level 10: Rest, Take Down
Level 14: Swagger, Thrash
Level 18: Double-Edge
Learnable Moves:
TM: 02, 03, 06, 07, 08, 10, 11, 13, 14, 15, 16, 17,
20, 21, 23, 25, 26, 27, 32, 34, 35, 38, 44, 45
HM: 03, 04
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Magikarp
Small Water Type | Level 1| CR 1/8
Armor Class: 10
Hit Points: 8
Hit Dice: d6
Speed: 5ft. walking | 30ft. swimming
Moves
Starting Moves: Splash
Level 2: Tackle
Gyarados
Large Water/Flying Type | Level 8| CR 11
Level 6: Flail
Armor Class: 18
Hit Points: 62
Hit Dice: d12
Speed: 30ft. walking | 40ft. swimming | 30ft. flying
Moves
Starting Moves: Bite, Thrash, Leer
Level 10: Twister, Scary Face
Level 14: Dragon Rage, Crunch
Level 18: Hyrdo Pump, Rain Dance, Hyper Beam
Learnable Moves:
TM: 02, 03, 05, 06, 07, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 24, 25, 27, 32, 34, 35, 37, 38, 44, 45
HM: 03, 04, 06, 07
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Lapras
Large Water/Ice Type | Level 5| CR 8
Armor Class: 14
Hit Points: 60
Hit Dice: d10
Speed: 25ft. walking | 50ft. swimming
Moves
Starting Moves: Sing, Growl, Mist, Confuse Ray,
Water Gun
Level 6: Body Slam
Level 10: Rain Dance, Perish Song Ditto
Level 14: Ice Beam, Safeguard Small Normal Type | Level 5| CR 4
Level 18: Hydro Pump
Armor Class: 10
Learnable Moves: Hit Points: 30
TM: 02, 03, 06, 07, 08, 10, 13, 14, 15, 16, 17, 18, Hit Dice: d8
20, 21, 23, 24, 25, 27, 29, 32, 34, 35, 42, 44, 45, Speed: 25ft. walking
50
HM: 03, 04, 06 STR DEX CON INT WIS CHA
11 (+0) 11 (+0) 13 (+2) 11 (+0) 11 (+0) 11 (+0)
Moves
Starting Moves: Transform
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Eevee
Small Normal Type | Level 1| CR 1/4
Armor Class: 11
Hit Points: 6
Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Tackle, Water Gun, Tail Whip,
Growl, Sand Attack
Level 6: Quick Attack, Bubble
Level 10: Aurora Beam
Level 14: Acid Armor, Haze
Level 18: Hydro Pump
Learnable Moves: TM: 02, 03, 05, 06, 10, 11, 13,
14, 15, 16, 17, 18, 20, 21, 23, 27, 30, 31, 32, 34,
35, 39, 43, 44, 45
HM: 03, 06, 07
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Jolteon
Medium Lightning Type | Level 5| CR 6
Armor Class: 14
Hit Points: 30
Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Tackle, Growl, Tail Whip, Ember,
Sand Attack
Level 6: Quick Attack, Bite
Level 10: Fire Spin, Scary Face
Level 14: Smog
Level 18: Fire Blast
Learnable Moves:
TM: 02, 03, 05, 06, 07, 10, 11, 13, 15, 17, 18, 20,
21, 23, 27, 30, 31, 32, 34, 35, 38, 39, 43, 44, 45
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Porygon
Small Normal Type | Level 1| CR 4
Armor Class: 13
Hit Points: 25
Hit Dice: d8
Speed: 20ft. walking | 20ft. flying (hovering)
Skills: Nature
Saving Throws: Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost
Moves
Starting Moves: Constrict, Withdraw
Level 2: Bite
Level 6: Water Gun
Level 10: Leer, Rollout
Level 14: Ancient Power, Protect
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 27, 32, 34, 35, 37, 44, 45, 46
HM: 03, 06
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Omastar
Medium Water/Rock Type | Level 10| CR 12
Armor Class: 16
Hit Points: 105
Hit Dice: d12
Speed: 25ft. walking | 40ft. swimming
Moves
Kabuto
Small Water/Rock Type | Level 1| CR 2
Starting Moves: Spike Cannon, Constrict, Withdraw,
Bite, Water Gun, Rollout, Leer Armor Class: 14
Hit Points: 18
Level 14: Protect Hit Dice: d8
Level 18: Ancient Power, Hydro Pump Speed: 25ft. walking | 30ft. swimming
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 27, 32, 34, 35, 37, 44, 45, 46 12 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
HM: 03, 06
Skills: Survival
Saving Throws: Constitution
Resistances: Fire, Flying, Ice, Normal, Poison
Vulnerabilities: Electric, Fighting, Grass, Ground
Moves
Starting Moves: Scratch, Harden
Level 2: Absorb
Level 6: Leer
Level 10: Sand Attack, Endure
Level 14: Mega Drain
Level 18: Ancient Power
Learnable Moves:
TM: 03, 04, 06, 08, 10, 13, 14, 16, 17, 18, 19, 20,
21, 27, 32, 34, 35, 37, 44, 45, 46
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Kabutops
Medium Water/Rock Type | Level 10| CR 12
Armor Class: 16
Hit Points: 105
Hit Dice: d12
Speed: 30ft. walking | 40ft. swimming
Moves Aerodactyl
Starting Moves: Slash, Scratch, Harden, Absorb, Large Rock/Flying Type | Level 10 | CR 11
Leer, Sand Attack, Endure
Armor Class: 16
Level 14: Mega Drain
Hit Points: 92
Level 18: Ancient Power Hit Dice: d12
Learnable Moves: Speed: 15ft. walking | 50ft. flying
TM: 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17, 18,
19, 20, 21, 27, 32, 34, 35, 37, 44, 45, 46, 49 STR DEX CON INT WIS CHA
HM: 01, 03, 06 18 (+4) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Moves
Starting Moves: Wing Attack, Supersonic, Bite, Scary
Face, Roar, Agility, Ancient Power
Level 14: Crunch, Take Down
Level 18: Hyper Beam, Rock Slide
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 15, 17, 18, 20, 21,
23, 24, 26, 27, 32, 34, 35, 37, 38, 39, 43, 44, 45,
47
HM: 02
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Snorlax
Large Normal Type | Level 10| CR 12
Armor Class: 16
Hit Points: 122
Hit Dice: d12
Speed: 30ft. walking
Skills: Survival
Saving Throws: Strength, Constitution
Resistances: None
Vulnerabilities: Fighting
Immunities: Ghost
Moves
Starting Moves: Tackle, Amnesia, Lick, Body Slam,
Rest
Articuno
Large Ice/Flying Type | Level 15 | CR 15
Level 14: Snore, Rollout, Sleep Talk
Armor Class: 19
Level 18: Belly Drum, Crunch Hit Points: 154
Learnable Moves: Hit Dice: d12
Speed: 20ft. walking | 60ft. flying
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 14,
15, 16, 17, 18, 20, 21, 22, 25, 26, 27, 29, 30, 31,
32, 33, 34, 35, 37, 38, 40, 41, 44, 45, 48 STR DEX CON INT WIS CHA
HM: 03, 04 14 (+4) 16 (+3) 18 (+2) 6 (-2) 14 (+2) 16 (+3)
Moves
Starting Moves: Gust, Powder Snow, Mist, Ancient
Power, Agility, Reflect, Ice Beam
Level 18: Blizzard
Learnable Moves:
TM: 03, 05, 06, 08, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 27, 31, 32, 34, 35, 37, 39, 43, 44, 47
HM: 02
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Zapdos
Large Electric/Flying Type | Level 15 | CR 15
Armor Class: 19
Hit Points: 145
Hit Dice: d12
Speed: 20ft. walking | 60ft. flying
Moves Moltres
Starting Moves: Peck, Thunder Shock, Thunder Large Fire/Flying Type | Level 15 | CR 15
Wave, Detect, Ancient Power, Agility, Discharge,
Rain Dance, Light Screen, Drill Peck Armor Class: 19
Hit Points: 167
Level 18: Thunder, Zap Cannon Hit Dice: d12
Speed: 20ft. walking | 60ft. flying
Learnable Moves:
TM: 03, 05, 06, 07, 08, 10, 11, 13, 15, 17, 18, 20,
21, 25, 27, 31, 32, 34, 35, 37, 39, 43, 44, 47 STR DEX CON INT WIS CHA
HM: 02, 05 16 (+3) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 16 (+3)
Moves
Starting Moves: Wing Attack, Ember, Fire Spin,
Agility, Endure, Ancient Power, Flamethrower,
Safeguard, Sunny Day
Level 18: Solar Beam, Sky Attack
Learnable Moves:
TM: 03, 05, 06, 08, 10, 11, 13, 15, 17, 18, 20, 21,
27, 31, 32, 34, 35, 37, 38, 39, 43, 44, 47
HM: 02
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Dratini
Small Dragon Type | Level 1| CR 1
Armor Class: 13
Hit Points: 10
Hit Dice: d8
Speed: 30ft. walking
Skills: Arcana
Saving Throws: Wisdom
Resistances: Electric, Fire, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice
Moves
Starting Moves: Wrap, Leer, Thunder Wave, Twister
Level 10: Slam, Agility
Level 14: Safeguard, Dragon Rage, Outrage
Level 18: Hyper Beam Learnable Moves: TM: 02, 03,
06, 07, 10, 13, 14, 16, 17, 18, 20, 21, 23, 24, 25,
27, 32, 34, 35, 38, 39, 43, 44, 45
HM: 03, 07
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Dragonite
Large Flying/Dragon Type | Level 12| CR 14
Armor Class: 18
Hit Points: 116
Hit Dice: d12
Speed: 30ft. walking | 40ft. flying
Skills: Arcana
Saving Throws: Wisdom
Resistances: Bug, Fire, Fighting, Grass, Water
Vulnerabilities: Dragon, Fairy, Ice, Rock
Immunities: Ground
Moves
Starting Moves: Wing Attack, Fire Punch, Thunder
Punch, Wrap, Leer, Thunder Wave, Twister, Dragon
Rage, Slam, Agility, Safeguard, Outrage
Mewtwo
Level 18: Hyper Beam Learnable Moves: Large Psychic Type | Level 20 | CR 15
TM: 01, 02, 03, 06, 07, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 24, 25, 27, 31, 32, 33, 34, 35, 37, Armor Class: 22
38, 39, 43, 44, 45, 47, 48, 49 Hit Points: 227
Hit Dice: d12
HM: 02, 03, 04, 06, 07 Speed: 30ft. walking | 40ft. flying
Moves
Starting Moves: Psywave, Confusion, Disable,
Safeguard, Swift, Future Sight, Psych Up, Recover,
Psychic, Barrier, Amnesia, Mist
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 22, 23, 25, 27, 29, 30, 31, 32,
33, 34, 35, 38, 39, 41, 42, 43, 44, 48, 50
HM: 04, 05
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Mew
Small Psychic Type | Level 20| CR 15
Armor Class 24
Hit Points 187
Hit Dice d12
Speed 30ft. walking | 50ft. flying
Moves
Starting Moves: Pound, Transform, Mega Punch,
Metronome, Psychic, Barrier, Ancient Power,
Chikorita
Small Grass Type | Level 1 | CR 1/2
Amnesia, Baton Pass
Learnable Moves: Armor Class 12
Hit Points 6
All TMs and HMs Hit Dice d6
Speed 30ft. walking
Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Moves
Starting Moves: Tackle, Growl
Level 2: Razor Leaf, Poison Powder
Level 6: Synthesis, Reflect
Level 10: Sweet Scent, Light Screen
Level 14: Body Slam
Level 18: Solar Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
23, 27, 31, 32, 34, 35, 43, 44, 45
HM: 01, 05
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Bayleef
Medium Grass Type | Level 5| CR 5
Armor Class 14
Hit Points 30
Hit Dice d8
Speed 30ft. walking
Skills: Nature
Saving Throws: Constitution
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Moves
Starting Moves: Tackle, Growl, Razor Leaf, Poison
Powder
Level 6: Synthesis
Level 10: Sweet Scent, Reflect
Meganium
Large Grass Type | Level 10| CR 11
Level 14: Body Slam, Light Screen
Armor Class 17
Level 18: Solar Beam Hit Points 77
Learnable Moves: Hit Dice d12
Speed 30ft. walking
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
23, 27, 31, 32, 34, 35, 43, 44, 45, 49
HM: 01, 04, 05 STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Skills: Nature
Saving Throws: Constitution, Strength
Resistances: Electric, Grass, Ground, Water
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Moves
Starting Moves: Tackle, Growl, Razor Leaf, Poison
Powder, Synthesis, Sweet Scent, Reflect
Level 14: Light Screen
Level 18: Solar Beam, Body Slam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21,
22, 23, 27, 31, 32, 34, 35, 43, 44, 45, 49
HM: 01, 04, 05
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Cyndaquil
Small Fire Type | Level 1 | CR 1/2
Armor Class 13
Hit Points 6
Hit Dice d6
Speed 30ft. walking
Skills: Athletics
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
Armor Class 15
Moves Hit Points 30
Starting Moves: Tackle, Leer Hit Dice d8
Speed 30ft. walking
Level 2: Smokescreen, Ember
Level 6: Defense Curl, Quick Attack STR DEX CON INT WIS CHA
Level 10: Swift, Flame Wheel, Flamethrower 13 (+1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Rollout, Double Edge
Learnable Moves: Skills: Athletics
Saving Throws: Dexterity
TM: 02, 03, 04, 06, 10, 11, 13, 17, 20, 21, 23, 27, Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
28, 31, 32, 34, 35, 38, 39, 40, 43, 44, 45 Vulnerabilities: Ground, Rock, Water
HM: 01
Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Evolution: Quilava can evolve into Typhlosion at
level 16 and above.
Moves
Starting Moves: Tackle, Leer, Smokescreen, Ember
Level 6: Defense Curl, Quick Attack
Level 10: Swift, Flame Wheel
Level 14: Flamethrower, Rollout
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 17, 20, 21,
23, 27, 28, 31, 32, 34, 35, 38, 39, 40, 43, 44, 45,
49
HM: 01, 04
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Typhlosion
Large Fire Type | Level 10 | CR 11
Armor Class 17
Hit Points 77
Hit Dice d12
Speed 30ft. walking
Skills: Athletics
Saving Throws: Dexterity, Strength
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities: Ground, Rock, Water
Moves Totodile
Small Water Type | Level 1 | CR 1/2
Starting Moves: Tackle, Leer, Smokescreen, Ember,
Defense Curl, Quick Attack, Swift, Flame Wheel Armor Class 14
Level 14: Rollout Hit Points 8
Hit Dice d6
Level 18: Double Edge, Flamethrower Speed 30ft. walking | 20ft. swimming
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, STR DEX CON INT WIS CHA
20, 21, 23, 26, 27, 28, 31, 32, 34, 35, 38, 39, 40, 12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
41, 43, 44, 45, 48, 49
HM: 01, 04 Skills: Athletics
Saving Throws: Strength
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric
Moves
Starting Moves: Scratch, Leer
Level 2: Water Gun, Rage
Level 6: Bite, Scary Face
Level 10: Flail, Slash, Crunch
Level 14: Screech, Slash, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21,
23, 27, 28, 31, 32, 33, 34, 35, 43, 44, 45
HM: 01, 03, 06
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Croconaw
Medium Water Type | Level 5 | CR 5
Armor Class 16
Hit Points 40
Hit Dice d8
Speed 30ft. walking | 25ft. swimming
Skills: Athletics
Saving Throws: Strength
Resistances: Fire, Ice, Steel, Water
Vulnerabilities: Grass, Electric
Moves Feraligatr
Starting Moves: Scratch, Leer, Water Gun, Rage Large Water Type | Level 10 | CR 11
Moves
Starting Moves: Scratch, Leer, Water Gun, Rage,
Bite, Scary Face, Flail
Level 14: Screech, Slash
Level 18: Crunch, Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 28, 31, 32, 33, 34, 35, 43, 44,
45, 49
HM: 01, 03, 04, 06
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Sentret
Small Normal Type | Level 1 | CR 1/8
Armor Class 12
Hit Points 6
Hit Dice d6
Speed 30ft. walking
Moves
Starting Moves: Scratch, Foresight, Defense Curl,
Quick Attack, Fury Swipes
Level 10: Slam
Level 14: Rest, Amnesia
Level 18: Baton Pass
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 13, 15, 17, 20, 21,
23, 27, 28, 30, 31, 32, 33, 34, 35, 39, 40, 41, 43,
44, 45, 46, 48, 49
HM: 01, 03, 04
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Hoothoot
Small Normal/Flying Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 6
Hit Dice d6
Speed 15ft. walking | 25ft. flying
Moves
Starting Moves: Tackle, Growl, Foresight, Hypnosis,
Peck, Confusion
Level 6: Confusion
Level 10: Take Down, Sky Attack
Level 14: Reflect, Dream Eater
Learnable Moves:
TM: 03, 06, 10, 11, 13, 17, 20, 21, 27, 31, 32, 34,
35, 39, 42, 43, 44, 45, 46, 47, 50
HM: 02, 05
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Ledyba
Tiny Bug/Flying Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 7
Hit Dice d6
Speed 25ft. walking | 25ft. flying
Skills: Nature
Saving Throws: Dexterity
Resistances: Bug, Fighting, Grass
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
Moves
Starting Moves: Tackle, Supersonic, Swift, Light
Screen, Reflect
Level 10: Comet Punch, Mach Punch
Level 14: Agility, Baton Pass
Level 18: Double-Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 10, 11, 12, 13, 15, 17, 19,
20, 21, 22, 27, 28, 32, 33, 34, 35, 39, 41, 44, 45,
46
HM: 05
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Spinarak
Tiny Bug/Poison Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 7
Hit Dice d6
Speed 25ft. walking
Skills: Stealth
Saving Throws: Dexterity
Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock
Armor Class 14
Moves Hit Points 35
Hit Dice d8
Starting Moves: Poison Sting, String Shot Speed 35ft.. walking
Level 2: Constrict, Absorb
Level 6: Scary Face STR DEX CON INT WIS CHA
Level 10: Nightshade, Fury Swipes, Spider Web 12 (+1) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Level 14: Agility, Pin Missile
Skills: Stealth
Level 18: Psychic Saving Throws: Dexterity
Learnable Moves: Resistances: Bug, Fairy, Fighting, Grass, Poison
Vulnerabilities: Fire, Flying, Psychic, Rock
TM: 03, 06, 10, 11, 13, 17, 19, 20, 21, 22, 27, 28,
29, 32, 34, 35, 36, 44, 45, 46
Swarm: This Pokémon does an additional 1d6
HM: 05 damage on attacks when it has 10% or less of its
maximum health.
Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Moves
Starting Moves: Poison Sting, String Shot, Constrict,
Absorb
Level 6: Scary Face
Level 10: Nightshade, Spider Web
Level 14: Fury Swipes, Pin Missile
Level 18: Psychic, Agility
Learnable Moves:
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 22, 27,
28, 29, 32, 34, 35, 36, 44, 45, 46
HM: 05
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Crobat
Medium Poison/Flying Type | Level 10 | CR 11
Armor Class 16
Hit Points 92
Hit Dice d12
Speed 15ft. walking | 40ft. flying
Skills: Stealth
Saving Throws: Dexterity, Constitution
Resistances: Bug, Fighting, Grass, Poison
Vulnerabilities: Electric, Ice, Psychic, Rock
Immunities: Ground
Level 18: Double-Edge, Haze 8 (-1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves: Skills: Stealth
TM: 03, 06, 10, 11, 13, 15, 17, 19, 20, 21, 27, 32, Saving Throws: Dexterity
34, 35, 39, 43, 44, 45, 46, 47 Resistances: Fire, Flying, Ice, Steel, Water
Vulnerabilities: Grass, Ground
HM: 02
Volt Absorb: This Pokémon does not take electric
damage. Instead, it absorbs half the damage done
and converts it to hit points.
Water Absorb: This Pokémon does not take water
damage. Instead, it absorbs half the damage done
and converts it to hit points.
Evolution: Chinchou can evolve into Lanturn at level
10 and above.
Moves
Starting Moves: Bubble, Supersonic
Level 2: Thunder Wave
Level 6: Water Gun, Confuse Ray
Level 10: Bubblebeam, Spark
Level 14: Flail, Take Down
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 17, 18, 20, 21, 25, 27, 32,
34, 35, 44, 45
HM: 03, 05, 06, 07
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Lanturn
Medium Water/Electric Type | Level 8 | CR 6
Armor Class 13
Hit Points 54
Hit Dice d8
Speed 10ft. walking | 30ft. swimming
Skills: Stealth
Saving Throws: Dexterity
Resistances: Fire, Flying, Ice, Steel, Water
Vulnerabilities: Grass, Ground
Moves
Starting Moves: Bubble, Supersonic, Thunder Wave,
Water Gun
Level 10: Spark, Confuse Ray
Level 14: Flail, Bubblebeam
Pichu
Tiny Electric Type | Level 1 | CR 1/8
Level 18: Hydro Pump, Take Down
Armor Class 12
Learnable Moves:
Hit Points 6
TM: 03, 06, 07, 10, 13, 15, 17, 18, 20, 21, 25, 27, Hit Dice d6
32, 34, 35, 44, 45 Speed 25ft. walking
HM: 03, 05, 06, 07
STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
Moves
Starting Moves: Thundershock, Charm
Level 2: Tail Whip
Level 6: Sweet Kiss, Thunderwave
Learnable Moves:
TM: 02, 03, 04, 06, 07, 10, 13, 17, 18, 20, 21, 23,
25, 27, 31, 32, 34, 35, 39, 40, 43, 44, 45
HM: 05
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Cleffa
Tiny Fairy Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 6
Hit Dice d6
Speed 25ft. walking
Moves
Starting Moves: Pound, Charm
Level 2: Encore, Sing
Level 6: Sweet Kiss
Learnable Moves: Igglybuff
TM: 02, 03, 04, 06, 07, 09, 10, 11, 13, 16, 17, 18, Tiny Normal/Fairy Type | Level 1 | CR 1/8
20, 21, 22, 23, 27, 29, 30, 31, 32, 34, 35, 38, 40,
42, 43, 44, 45, 50 Armor Class 11
Hit Points 6
HM: 05 Hit Dice d6
Speed 25ft. walking
Moves
Starting Moves: Sing, Pound
Level 2: Charm, Defense Curl
Level 6: Sweet Kiss
Learnable Moves:
TM: 02, 03, 04, 06, 07, 09, 10, 11, 13, 16, 17, 18,
20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 40, 42,
43, 44, 45, 50
HM: 05
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Togepi
Small Fairy Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 7
Hit Dice d6
Speed 25ft. walking
Moves
Starting Moves: Growl, Charm, Metronome
Level 6: Sweet Kiss, Encore
Level 10: Ancient Power
Level 14: Baton Pass, Safe Guard
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 20, 21, 22, 27, 29, 30, 31, 32, 34, 35, 38, 39,
40, 42, 43, 44, 45
HM: 02, 05
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Natu
Tiny Psychic/Flying Type | Level 1 | CR 1/8
Armor Class 12
Hit Points 6
Hit Dice d6
Speed 20ft. walking
Moves
Starting Moves: Peck, Leer, Teleport
Level 6: Nightshade
Level 10: Future Sight
Level 14: Steel Wing
Level 18: Psychic
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 15, 17, 19, 20, 21, 22,
27, 29, 32, 34, 35, 39, 42, 43, 44, 45, 46, 50
HM: 02, 05
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Mareep
Small Electric Type | Level 1 | CR 1/2
Armor Class 12
Hit Points 7
Hit Dice d6
Speed 25ft. walking
Skills:: Survival
Saving Throws:: Constitution
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground
Moves
Starting Moves: Tackle, Growl, Thunder Wave
Level 6: Thundershock, Cotton Spore
Level 10: Confuse Ray
Level 14: Light Screen, Take Down
Level 18: Thunder
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 10, 13, 17, 18, 20, 21,
23, 25, 27, 32, 34, 35, 39, 40, 41, 44, 45
HM: 04, 05
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Ampharos
Large Electric Type | Level 10 | CR 11
Armor Class 17
Hit Points 87
Hit Dice d12
Speed 30ft. walking
Skills:: Survival
Saving Throws:: Constitution
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground
Moves
Starting Moves: Tackle, Growl, Thunder Wave,
Thundershock, Cotton Spore, Confuse Ray
Level 14: Light Screen
Bellossom
Medium Grass Type | Level 10 | CR 10
Level 18: Take Down, Thunder
Armor Class 14
Learnable Moves: Hit Points 99
TM: 01, 02, 03, 06, 07, 08, 10, 13, 15, 17, 18, 20, Hit Dice d12
21, 23, 25, 27, 32, 34, 35, 39, 40, 41, 44, 45 Speed 30ft. walking
HM: 04, 05
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 15 (+2)
Moves
Starting Moves: Mega Drain, Sweet Scent, Stun
Spore, Sunny Day
Level 14:Petal Dance
Level 18: Solar Beam
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 32, 34, 35, 44, 45
HM: 01, 05
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Marill
Small Water/Fairy Type | Level 1 | CR 1/2
Armor Class 12
Hit Points 7
Hit Dice d6
Speed 25ft. walking | 25ft. swimming
Skills:: Acrobatics
Saving Throws:: Constitution
Resistances:: Bug, Dark, Fighting, Fire, Ice, Water
Vulnerabilities:: Electric, Grass, Poison
Immunities: Dragon
Moves Azumarill
Medium Water/Fairy Type | Level 5 | CR 5
Starting Moves: Tackle, Water Gun
Armor Class 14
Level 2: Tail Whip, Bubble
Hit Points 35
Level 6: Defense Curl, Rollout Hit Dice d8
Level 10: Bubble Beam, Rain Dance Speed 30ft. walking | 30ft. swimming
Moves
Starting Moves: Tackle, Water Gun, Tail Whip,
Bubble
Level 6: Defense Curl
Level 10: Rollout, Rain Dance
Level 14: Double-Edge, Bubble Beam
Level 18: Hydro Pump
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 14, 15, 16, 17,
18, 20, 21, 23, 27, 31, 32, 33, 34, 35, 39, 40, 44,
45
HM: 03, 04, 06, 07
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Sudowoodo
Medium Rock Type | Level 5 | CR 7
Armor Class 15
Hit Points 45
Hit Dice d10
Speed 30ft. walking
Moves Politoed
Medium Water Type | Level 10 | CR 11
Starting Moves: Slam, Flail, Low Kick
Level 6: Rock Throw, Mimic Armor Class 15
Hit Points 94
Level 10: Feint Attack, Rock Slide Hit Dice d12
Level 14: Stone Edge Speed 30ft. walking |30ft. swimming
Level 18: Double-Edge
STR DEX CON INT WIS CHA
Learnable Moves:
14 (+2) 16 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)
TM: 01, 02, 03, 04, 06, 08, 09, 10, 11, 13, 17, 20,
21, 26, 27, 28, 31, 32, 33, 34, 35, 37, 40, 41, 44,
45, 46, 48 Skills:: Athletics
Saving Throws:: Strength
HM: 04 Resistances:: Fire, Ice, Steel, Water
Vulnerabilities:: Grass, Electric
Moves
Starting Moves: Hypnosis, Double Slap, Bubble
Beam, Perish Song
Level 14: Swagger, Rain Dance
Learnable Moves:
TM: 01, 02, 03, 06, 08, 10, 13, 14, 15, 16, 17, 18,
20, 21, 26, 27, 29, 31, 32, 33, 34, 35, 40, 43, 44,
45, 46
HM: 03, 04, 06, 07
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Hoppip
Tiny Grass/Flying Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 7
Hit Dice d6
Speed 20ft. walking | 20ft. flying (hovering)
Skills:: Nature
Saving Throws:: Constitution
Resistances:: Fighting, Grass, Water
Vulnerabilities:: Fire, Flying, Ice, Poison, Rock
Immunities: Ground
Moves
Starting Moves: Splash, Synthesis, Tail Whip, Tackle
Level 6: Poison Powder
Level 10: Stun Spore, Leech Seed
Level 14: Mega Drain, Sleep Powder
Level 18: Giga Drain, Cotton Spore
Learnable Moves:
TM: 02, 03, 06, 10, 11, 12, 13, 17, 19, 20, 21, 22,
27, 32, 34, 35, 40, 44, 45
HM: 05
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Jumplufff
Medium Grass/Flying Type | Level 10 | CR 10
Armor Class 15
Hit Points 87
Hit Dice d10
Speed 25ft. walking | 30ft. flying (hovering)
Skills:: Nature
Saving Throws:: Constitution
Resistances:: Fighting, Grass, Water
Vulnerabilities:: Fire, Flying, Ice, Poison, Rock
Immunities: Ground
Moves
Starting Moves: Scratch, Tail Whip
Level 2: Sand Attack
Level 6: Baton Pass, Fury Swipes
Level 10: Swift, Agility
Level 14: Screech, Triple Kick
Learnable Moves:
TM: 01, 02, 03, 06, 07, 08, 10, 11, 13, 17, 20, 21,
23, 25, 27, 30, 31, 32, 33, 34, 35, 39, 40, 41, 42,
43, 44, 45, 46, 48, 49, 50
HM: 01, 04
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Sunkern
Tiny Grass Type | Level 1 | CR 1/8
Armor Class 11
Hit Points 8
Hit Dice d6
Speed 15ft. walking
Skills:: Nature
Saving Throws:: Constitution
Resistances:: Electric, Grass, Ground, Water
Vulnerabilities:: Bug, Fire, Flying, Ice, Poison
Moves Sunflora
Starting Moves: Absorb, Growth Medium Grass Type | Level 5 | CR 7
Moves
Starting Moves: Absorb, Growth, Pound, Leech Seed
Level 6: Mega Drain
Level 10: Sunny Day
Level 14: Synthesis, Giga Drain, Petal Dance
Level 18: Solar Beam, Double Edge
Learnable Moves:
TM: 03, 06, 10, 11, 12, 13, 15, 17, 19, 20, 21, 22,
27, 32, 34, 35, 36, 44, 45
HM: 01, 05
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Yanma
Medium Bug/Flying Type | Level 5 | CR 8
Armor Class 15
Hit Points 48
Hit Dice d10
Speed 15ft. walking | 40ft. flying (hovering)
Skills:: Acrobatics
Saving Throws:: Dexterity
Resistances:: Bug, Fighting, Grass
Vulnerabilities:: Electric, Fire, Flying, Ice, Rock
Immunities: Ground
Moves
Starting Moves: Tackle, Water Gun
Level 2: Mud Slap
Level 6: Slam
Level 10: Amnesia, Rain Dance
Level 14: Earthquake, Haze
Learnable Moves:
TM: 01, 02, 03, 04, 06, 08, 10, 13, 17, 18, 20, 21,
23, 26, 27, 28, 31, 32, 33, 34, 35, 36, 37, 40, 44,
45
HM: 03, 05, 06
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Quagsire
Large Water/Ground Type | Level 5 | CR 7
Armor Class 16
Hit Points 35
Hit Dice d10
Speed 30ft. walking | 30ft. swimming
Moves
Starting Moves: Tackle, Confusion, Tail Whip, Sand
Attack
Level 6: Quick Attack, Swift
Level 10: Psybeam, Future Sight
Level 14: Psych Up, Morning Sun
Level 18: Psychic
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 15, 17, 18, 20,
21, 23, 27, 29, 30, 31, 32, 34, 35, 39, 42, 43, 44,
45, 50
HM: 01, 05
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Umbreon
Medium Dark Type | Level 5 | CR 6
Armor Class 14
Hit Points 30
Hit Dice d10
Speed 30ft. walking
Moves
Starting Moves: Peck, Pursuit
Level 6: Haze, Wing Attack
Level 10: Nightshade
Level 14: Feint Attack, Mean Look
Level 18: Steel Wing
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 16, 17, 20, 21, 27, 30,
31, 32, 34, 35, 39, 42, 43, 44, 45, 46, 47, 50
HM: 02
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Slowking
Large Water/Psychic Type | Level 8 | CR 9
Armor Class 16
Hit Points 70
Hit Dice d10
Speed 30ft. walking | 30ft. swimming
Moves
Starting Moves: Tackle, Growl, Hidden Power, Curse,
Water Gun, Disable, Confusion Misdreavus
Small Ghost Type | Level 5 | CR 6
Level 10: Headbutt
Armor Class 14
Level 14: Amnesia, Swagger
Hit Points 42
Level 18: Psychic, Psych Up Hit Dice d8
Learnable Moves: Speed 30ft. flying (hovering)
TM: 01, 02, 03, 06, 07, 08, 09, 10, 11, 13, 14, 15,
16, 17, 18, 20, 21, 23, 26, 27, 28, 29, 30, 31, 32, STR DEX CON INT WIS CHA
33, 34, 35, 38, 39, 42, 44, 45, 49, 50 8 (-1) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 12 (+1)
HM: 03, 04, 05, 06
Skills:: Stealth, Deception
Saving Throws:: Wisdom, Charisma
Resistances:: Bug, Poison
Vulnerabilities:: Dark, Ghost
Immunities: Fighting, Ground, Normal
Moves
Starting Moves: Growl, Psywave, Spite, Thief
Level 6: Confuse Ray, Mean Look
Level 10: Psybeam
Level 14: Pain Split
Level 18: Perish Song
Learnable Moves:
TM: 02, 03, 06, 07, 09, 10, 11, 13, 17, 18, 20, 21,
25, 27, 29, 30, 32, 34, 35, 39, 40, 42, 44, 45, 46,
50
HM: 05
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Unown
Tiny Psychic Type | Level 1 | CR 1
Armor Class 14
Hit Points 10
Hit Dice d10
Speed 30ft. walking
Moves
Starting Moves: Hidden Power
Wobbuffet
Medium Psychic Type | Level 5 | CR 9
Armor Class 15
Hit Points 60
Hit Dice d10
Speed 30ft. walking
Skills:: Survival
Saving Throws:: Wisdom, Constitution
Resistances:: Fighting, Psychic
Vulnerabilities:: Bug, Dark, Ghost
Moves
Starting Moves: Counter, Mirror Coat, Safe Guard,
Destiny Bond
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Girafarig
Medium Normal/Psychic Type | Level 5 | CR 4
Armor Class 13
Hit Points 38
Hit Dice d8
Speed 40ft. walking
Skills:: Athletics
Saving Throws:: Dexterity
Resistances:: Psychic
Vulnerabilities:: Bug, Dark
Immunities: Ghost
Moves Pineco
Starting Moves: Growl, Tackle, Confusion Small Bug Type | Level 1 | CR 1
Level 6: Stomp, Psybeam Armor Class 13
Level 10: Agility Hit Points 15
Hit Dice d8
Level 14: Crunch, Baton Pass Speed 15ft. walking
Level 18: Psychic
Learnable Moves: STR DEX CON INT WIS CHA
TM: 02, 03, 06, 07, 08, 09, 10, 11, 13, 17, 20, 21, 9 (-1) 12 (+1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
23, 25, 27, 29, 30, 31, 32, 34, 35, 39, 42, 44, 45,
46, 50 Skills:: Nature, Survival
HM: 04 Saving Throws:: Constitution
Resistances:: Fighting, Grass, Ground
Vulnerabilities:: Fire, Flying, Rock
Moves
Starting Moves: Tackle, Protect
Level 2: Self Destruct
Level 6: Take Down, Rapid Spin
Level 10: Bide, Spikes
Level 14: Explosion, Double Edge
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 12, 13, 17, 19, 20,
21, 22, 27, 32, 34, 35, 40, 44, 45
HM: 04
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Forretress
Medium Bug/Steel Type| Level 8 | CR 11
Armor Class 18
Hit Points 83
Hit Dice d12
Speed 25ft. walking
Moves
Starting Moves: Rage, Defense Curl
Level 2: Rollout, Spite
Level 6: Pursuit, Screech, Mud Slap
Level 10: Ancient Power, Body Slam
Level 14: Take Down, Dig, Double-Edge, Glare
Level 18: Flail, Endure
Learnable Moves:
TM: 02, 03, 04, 06, 07, 08, 09, 10, 11, 13, 17, 18,
20, 21, 22, 23, 25, 27, 28, 31, 32, 34, 35, 40, 42,
44, 46, 50
HM: 04
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Gligar
Small Ground/Flying Type | Level 1 | CR 3
Armor Class 14
Hit Points 12
Hit Dice d8
Speed 30ft. walking | 30ft. flying
Armor Class 19
Moves Hit Points 117
Starting Moves: Poison Sting, Sand Attack Hit Dice d12
Speed 40ft. walking
Level 2: Harden
Level 6: Quick Attack, Fury Cutter
STR DEX CON INT WIS CHA
Level 10: Feint Attack, Slash
20 (+5) 8 (-1) 18 (+4) 6 (-2) 12 (+10) 10 (+0)
Level 14: Screech, Swords Dance
Level 18: Guillotine Skills:: Athletics
Saving Throws:: Strength, Constitution
Learnable Moves:
Resistances:: Bug, Dragon, Fighting, Flying, Normal,
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 23, 27, Psychic, Rock, Steel
32, 34, 35, 36, 37, 39, 43, 44, 45, 46, 49 Vulnerabilities:: Fighting, Fire, Ground, Water
HM: 01, 04 Immunities: Electric, Poison
Moves
Starting Moves: Tackle, Harden, Bind, Curse, Rock
Throw, Rage, Dragon Breath
Level 14: Screech, Sandstorm, Slam, Stone Edge
Level 18: Dig, Rock Slide, Crunch, Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 40, 44,
45
HM: 01, 04
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Snubble
Small Fairy Type | Level 1 | CR 1/4
Armor Class 11
Hit Points 6
Hit Dice d6
Speed 30ft. walking
Skills:: Intimidation
Saving Throws:: Charisma
Resistances:: Bug, Dark, Fighting
Vulnerabilities:: Poison, Steel
Immunities: Dragon
Moves
Starting Moves: Tackle, Charm, Tail Whip, Scary
Face, Bite
Level 6: Lick
Level 10: Roar, Headbutt
Level 14: Rage
Level 18: Crunch, Outrage
Learnable Moves:
TM: 01, 02, 03, 05, 06, 07, 08, 10, 11, 13, 15, 17,
18, 20, 21, 25, 27, 30, 31, 32, 33, 34, 35, 36, 40,
41, 43, 44, 45, 46, 48
HM: 04
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Qwilfish
Small Water/Poison Type | Level 1 | CR 1/2
Armor Class 14
Hit Points 10
Hit Dice d6
Speed 5ft. walking | 30ft. swimming
Skills:: Intimidation
Saving Throws:: Dexterity
Resistances:: Bug, Fairy, Fighting, Fire, Ice Poison,
Steel, Water
Vulnerabilities:: Electric, Ground, Psychic
Armor Class 18
Moves Hit Points 95
Starting Moves: Tackle, Water Gun Hit Dice d12
Speed 30ft. walking | 30ft. flying
Level 2: Destiny Bond, Spikes, Poison Sting
Level 6: Harden, Minimize, Bubble STR DEX CON INT WIS CHA
Level 10: Amnesia, Rain Dance 17 (+3) 20 (+() 13 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 14: Rollout, Pin Missile, Take Down
Level 18: Hydro Pump Skills:: Acrobatics, Intimidation
Saving Throws:: Dexterity, Strength
Learnable Moves: Resistances:: Bug, Dragon, Fairy, Grass, Ice, Normal,
TM: 02, 03, 04, 06, 10, 13, 14, 16, 17, 18, 20, 21, Psychic, Steel
27, 32, 34, 35, 36, 39, 40, 44, 45 Vulnerabilities:: Fire
Immunities: Poison
HM: 03, 06, 07
Steadfast: Once per long rest, this Pokémon can
choose to ignore a negative status effect it would
normally be effected by.
Swarm: This Pokémon does an additional 1d6
damage on attacks when it has 10% or less of its
maximum health.
Moves
Starting Moves: Quick Attack, Leer, Focus Energy,
Pursuit, Agility,
Level 14: Spikes, Double Edge
Level 18: Swords Dance, Razor Wind
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 15, 17, 20, 21, 27,
32, 34, 35, 37, 39, 43, 44, 45, 46, 47, 49
HM: 01, 04
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Shuckle
Medium Bug/Rock Type| Level 5 | CR 9
Armor Class 16
Hit Points 60
Hit Dice d10
Speed 30ft. walking
Skills:: Survival
Saving Throws:: Constitution
Resistances:: Normal, Poison
Vulnerabilities:: Rock, Steel, Water
Moves
Starting Moves: Tackle, Leer, Horn Attack, Endure
Level 6: Counter
Level 10: Fury Attack
Level 14: Pin Missile, Take Down
Level 18: Mega Horn, Reversal
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 26, 27,
32, 34, 35, 43, 44, 45, 46, 49
HM: 01, 04
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Sneasel
Medium Dark/Ice Type | Level 5 | CR 8
Armor Class 15
Hit Points 56
Hit Dice d10
Speed 30ft. walking
Moves
Starting Moves: Scratch, Lick
Level 2: Fury Swipes
Level 6: Feint Attack, Sweet Scent
Level 10: Slash, Charm
Level 14: Rest, Snore, Thrash
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 17,
20, 21, 26, 27, 28, 31, 32, 33, 34, 35, 39, 40, 41,
44, 45, 46, 48, 49
HM: 01, 04
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Ursaring
Large Normal Type | Level 8 | CR 9
Armor Class 16
Hit Points 54
Hit Dice d10
Speed 30ft. walking
Skills:: Athletics
Saving Throws:: Strength
Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost
Moves Slugma
Small Fire Type | Level 1 | CR 1/2
Starting Moves: Scratch, Lick, Fury Swipes, Feint
Attack Armor Class 11
Hit Points 8
Level 10: Sweet Scent, Slash, Charm
Hit Dice d6
Level 14: Rest, Snore, Scary Face Speed 20ft. walking
Level 18: Thrash
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 02, 03, 04, 05, 06, 07, 08, 10, 11, 13, 15, 12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
17, 20, 21, 26, 27, 28, 31, 32, 33, 34, 35, 39, 40,
41, 44, 45, 46, 48, 49 Skills:: Survival
HM: 01, 04 Saving Throws:: Constitution
Resistances:: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities:: Ground, Rock, Water
Moves
Starting Moves: Smog
Level 2: Ember
Level 6: Rock Throw, Harden
Level 10: Ancient Power, Rock Slide
Level 14: Amnesia, Body Slam, Recover
Level 18: Flamethrower
Learnable Moves:
TM: 03, 04, 06, 08, 10, 11, 13, 17, 20, 21, 27, 31,
32, 34, 35, 38, 40, 44, 45
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Magcargo
Medium Fire/Rock Type | Level 10 | CR 8
Armor Class 15
Hit Points 77
Hit Dice d10
Speed 25ft. walking
Skills:: Survival
Saving Throws:: Constitution
Resistances:: Bug, Fairy, Fire, Ice, Normal, Poison,
Steel
Vulnerabilities:: Fighting, Ground, Rock, Water
Armor Class 13
Moves Hit Points 7
Starting Moves: Smog, Ember, Rock Throw, Harden, Hit Dice d6
Ancient Power Speed 20ft. walking
Moves
Starting Moves: Tackle
Level 2: Powder Snow, Mud Slap
Level 6: Endure
Level 10: Icy Wind, Take Down
Level 14: Mist, Earthquake, Flail
Level 18: Amnesia, Blizzard
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 14, 16, 17, 18, 20,
21, 26, 27, 31, 32, 34, 35, 40, 43, 44, 45
HM: 04
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Piloswine
Medium Ice/Ground Type | Level 8 | CR 7
Armor Class 15
Hit Points 54
Hit Dice d10
Speed 30ft. walking
Skills:: Survival
Saving Throws:: Constitution
Resistances:: Poison
Vulnerabilities:: Fire, Fighting, Grass, Steel, Water
Immunities: Electric
Moves
Starting Moves: Fury Attack, Ancient Power, Peck,
Powder Snow, Mud Slap
Corsola
Small Water/Rock Type | Level 1 | CR 1/2
Level 10: Endure, Icy Wind, Take Down
Armor Class 12
Level 14: Mist, Earthquake, Flail Hit Points 9
Level 18: Amnesia, Blizzard, Thrash Hit Dice d6
Speed 15ft. walking | 25ft. swimming
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 13, 14, 15, 16, 17, 18,
STR DEX CON INT WIS CHA
20, 21, 26, 27, 31, 32, 34, 35, 40, 43, 44, 45
8 (-1) 13 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
HM: 04
Skills:: Survival, Stealth
Saving Throws:: Constitution
Resistances:: Fire, Flying, Ice, Normal, Poison
Vulnerabilities:: Electric, Fighting, Grass, Ground
Moves
Starting Moves: Tackle, Harden
Level 2: Bubble
Level 6: Recover, Bubblebeam
Level 10: Spike Cannon, Ancient Power
Level 14: Endure, Mirror Coat
Level 18: Flail
Learnable Moves:
TM: 02, 03, 04, 06, 08, 10, 11, 13, 17, 18, 20, 21,
26, 27, 29, 31, 32, 34, 35, 37, 40, 44, 45
HM: 03, 04, 06
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Remoraid
Small Water Type | Level 1 | CR 1
Armor Class 11
Hit Points 6
Hit Dice d6
Speed 5ft. walking | 30ft. swimming
Skills:: Acrobatics
Saving Throws:: Dexterity
Resistances:: Fire, Ice, Steel, Water
Vulnerabilities:: Electric, Grass
Moves
Starting Moves: Water Gun, Lock-On, Octazooka,
Constrict
Level 6: Psybeam, Focus Energy
Level 10: Bubblebeam
Level 14: Ice Beam, Aurora Beam
Level 18: Hyper Beam, Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32,
34, 35, 39, 40, 44, 45, 46
HM: 03, 06
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Delibird
Small Ice/Flying Type | Level 1 | CR 1/4
Armor Class 11
Hit Points 6
Hit Dice d6
Speed 30ft. walking | 10ft. flying
Moves
Starting Moves: Tackle, Bubble, Supersonic,
Bubblebeam, Confuse Ray
Level 6: Wing Attack, Headbutt
Level 10: Take Down, Psybeam
Level 14: Agility
Level 18: Hydro Pump
Learnable Moves:
TM: 02, 03, 06, 10, 13, 14, 16, 17, 18, 20, 21, 27,
31, 32, 34, 35, 39, 44, 45
HM: 03, 06, 07
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Skarmory
Medium Steel/Flying Type | Level 5 | CR 9
Armor Class 16
Hit Points 58
Hit Dice d10
Speed 30ft. walking | 40ft. flying
Moves
Starting Moves: Leer, Tackle
Level 2: Bite, Ember
Level 6: Roar
Level 10: Smog, Feint Attack
Level 14: Beat Up, Crunch
Level 18: Flamethrower
Learnable Moves:
TM: 02, 03, 05, 06, 08, 10, 11, 13, 17, 20, 21, 22,
23, 27, 30, 31, 32, 34, 35, 36, 38, 39, 42, 43, 44,
45, 45, 50
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Houndoom
Medium Dark/Fire Type | Level 5 | CR 6
Armor Class 15
Hit Points 35
Hit Dice d10
Speed 40ft. walking
Armor Class 16
Moves Hit Points 87
Hit Dice d12
Starting Moves: Leer, Tackle, Bite
Speed 10ft. walking | 40ft. swimming
Level 6: Roar
Level 10: Smog STR DEX CON INT WIS CHA
Level 14: Beat Up, Feint Attack 13 (+1) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 18: Flamethrower, Crunch
Skills:: Acrobatics
Learnable Moves: Saving Throws:: Dexterity
TM: 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 20, 21, Resistances:: Fire, Steel, Water
22, 23, 27, 30, 31, 32, 34, 35, 36, 38, 39, 42, 43, Vulnerabilities:: Dragon, Fairy
44, 45, 45, 50
HM: 04 Sniper: On a critical hit made by this Pokémon,
triple the dice roll instead of doubling it.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Swift Swim: This Pokémon's speed is doubled
during rain.
Moves
Starting Moves: Bubble, Smokescreen, Leer, Water
Gun, Twister, Focus Energy
Level 14: Bubblebeam, Agility
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 10, 13, 15, 17, 18, 20, 21, 27, 31, 32,
34, 35, 39, 40, 44, 45, 46
HM: 03, 06
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Phanpy
Small Ground Type | Level 1 | CR 1/4
Armor Class 12
Hit Points 7
Hit Dice d6
Speed 20ft. walking
Moves
Starting Moves: Tackle, Growl, Defense Curl, Fury
Attack, Horn Attack, Flail
Level 6: Rollout, Endure, Rapid Spin
Level 10: Slam, Take Down, Magnitude
Level 14: Scary Face,
Level 18: Double Edge
Learnable Moves:
TM: 02, 03, 04, 05, 06, 08, 10, 11, 13, 15, 17, 20,
21, 26, 27, 31, 32, 34, 35, 37, 40, 44, 45
HM: 04
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Porygon2
Medium Normal Type | Level 5 | CR 10
Armor Class 16
Hit Points 69
Hit Dice d10
Speed 30ft. walking
Skills:: Nature
Saving Throws:: Constitution
Resistances:: None
Vulnerabilities:: Fighting
Immunities: Ghost
Moves Stantler
Medium Normal Type | Level 5 | CR 5
Starting Moves: Tackle, Conversion, Conversion 2,
Defense Curl, Sharpen Armor Class 14
Level 6: Psybeam Hit Points 35
Hit Dice d8
Level 10: Recover Speed 35ft. walking
Level 14: Lock-On, Zap Cannon
Level 18: Tri-Attack, Hyper Beam STR DEX CON INT WIS CHA
Learnable Moves: 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
TM: 03, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 23, 25, 27, 29, 32, 34, 35, 39, 40, 42, 44, Skills:: Athletics, Intimidation
46, 50 Saving Throws:: Dexterity
Resistances:: None
HM: 05 Vulnerabilities:: Fighting
Immunities: Ghost
Moves
Starting Moves: Tackle, Leer, Hypnosis
Level 6: Stomp
Level 10: Sand Attack, Take Down
Level 14: Confuse Ray
Learnable Moves:
TM: 02, 03, 05, 06, 09, 10, 11, 13, 17, 18, 20, 21,
26, 27, 29, 31, 32, 34, 35, 39, 42, 43, 44, 45, 46,
50
HM: 05
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Smeargle
Medium Normal Type | Level 1 | CR 1/2
Armor Class 12
Hit Points 8
Hit Dice d8
Speed 30ft. walking
Moves
Starting Moves: Sketch
Level 2: Sketch, Sketch
Level 6: Sketch, Sketch
Level 10: Sketch, Sketch
Tyrogue
Small Fighting Type | Level 1 | CR 1/2
Level 14: Sketch, Sketch
Level 18: Sketch, Sketch Armor Class 12
Hit Points 7
Hit Dice d6
Speed 30ft. walking
Skills:: Acrobatics
Saving Throws:: Dexterity
Resistances:: Bug, Dark, Rock
Vulnerabilities:: Fairy, Flying, Psychic
Moves
Starting Moves: Tackle
Level 2: Foresight, Low Kick
Learnable Moves:
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27, 31,
32, 34, 35, 39, 43, 44, 45, 46
HM: 04
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Hitmontop
Medium Fighting Type | Level 5 | CR 7
Armor Class 14
Hit Points 41
Hit Dice d10
Speed 30ft. walking
Moves
Starting Moves: Rolling Kick, Pursuit, Focus Energy,
Quick Attack
Smoochum
Level 6: Rapid Spin, Counter Small Ice/Psychic Type | Level 1 | CR 1
Level 10: Agility
Armor Class 11
Level 14: Triple Kick, Detect Hit Points 14
Learnable Moves: Hit Dice d8
Speed 25ft. walking
TM: 02, 03, 06, 08, 10, 11, 13, 17, 20, 21, 27, 28,
31, 32, 34, 35, 39, 43, 44, 45, 46
STR DEX CON INT WIS CHA
HM: 04
8 (-1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 14 (+2)
Moves
Starting Moves: Pound
Level 2: Lick, Sweet Kiss
Level 6: Powder Snow, Confusion
Level 10: Sing, Mean Look
Level 14: Psychic, Perish Song
Level 18: Blizzard
Learnable Moves:
TM: 01, 03, 06, 09, 10, 12, 13, 14, 16, 17, 18, 20,
21, 27, 29, 30, 31, 32, 33, 34, 35, 42, 44, 45, 46,
50
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Elekid
Small Electric Type | Level 1 | CR 1
Armor Class 11
Hit Points 14
Hit Dice d8
Speed 25ft. walking
Skills:: Athletics
Saving Throws:: Constitution
Resistances:: Electric, Flying, Steel
Vulnerabilities:: Ground
Moves
Starting Moves: Quick Attack, Leer
Level 2: Thunder Shock, Low Kick
Magby
Small Fire Type | Level 1 | CR 1
Level 6: Swift
Armor Class 11
Level 10: Thunderwave, Light Screen Hit Points 14
Level 14: Thunder Punch, Screech, Thunderbolt Hit Dice d8
Speed 25ft. walking
Level 18: Thunder
Learnable Moves: TM: 01, 02, 03, 06, 07, 10, 13,
17, 18, 20, 21, 25, 27, 29, 31, 32, 33, 34, 35, 39, STR DEX CON INT WIS CHA
41, 43, 44, 45, 46, 48 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
HM: 05
Skills:: Athletics
Saving Throws:: Constitution
Resistances:: Bug, Fairy, Fire, Grass, Ice, Steel
Vulnerabilities:: Ground, Rock, Water
Moves
Starting Moves:Smog, Leer
Level 2: Ember, Smokescreen
Level 6: Feint Attack
Level 10: Fire Spin
Level 14: Confuse Ray, Fire Punch, Sunny Day
Level 18: Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 02, 03, 06, 10, 11, 13, 17, 20, 21, 23, 27,
29, 31, 32, 34, 35, 38, 41, 43, 44, 45, 46, 48
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Militank
Large Normal Type | Level 5 | CR 6
Armor Class 14
Hit Points 50
Hit Dice d10
Speed 30ft. walking
Moves
Starting Moves: Defense Curl, Pound, Growl, Tail
Whip, Double Slap, Soft-Boiled, Minimize, Body
Slam
Level 14: Sing, Take Down
Level 18: Light Screen, Egg Bomb, Double Edge
Learnable Moves:
TM: 01, 02, 03, 04, 06, 07, 08, 09, 10, 11, 12, 13,
14, 15, 16, 17, 18, 20, 21, 23, 25, 26, 27, 30, 31,
32, 33, 34, 35, 37, 40, 41, 44, 45, 48
HM: 03, 04
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Raikou
Large Electric Type | Level 15 | CR 15
Armor Class 18
Hit Points 152
Hit Dice d12
Speed 50ft. walking
Moves
Starting Moves: Bite, Leer, Thunder Shock, Roar,
Quick Attack, Spark, Reflect, Rain Dance
Level 18: Crunch, Thunder
Learnable Moves:
Entei
Large Fire Type | Level 15 | CR 15
TM: 02, 03, 05, 06, 07, 08, 09, 10, 11, 13, 15, 17,
18, 20, 21, 23, 25, 27, 28, 31, 32, 34, 35, 37, 39, Armor Class 18
43, 44 Hit Points 157
HM: 01, 04, 05 Hit Dice d12
Speed 50ft. walking
Moves
Starting Moves: Bite, Leer, Sacred Fire, Roar, Fire
Spin, Ember, Flamethrower
Level 18: Swagger, Fire Blast
Learnable Moves:
TM: 02, 03, 05, 06, 08, 09, 10, 11, 13, 15, 17, 18,
20, 21, 22, 23, 27, 28, 31, 32, 34, 35, 37, 38, 39,
43, 44
HM: 01, 04, 05
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Suicine
Large Water Type | Level 15 | CR 15
Armor Class 18
Hit Points 152
Hit Dice d12
Speed 50ft. walking
Moves
Starting Moves: Bite, Leer
Level 2: Sand Attack, Screech
Level 6: Rock Slide, Scary Face
Level 10: Thrash, Sandstorm, Crunch
Level 14: Earthquake, Stone Edge
Level 18: Hyper Beam
Learnable Moves:
TM: 02, 03, 06, 10, 11, 13, 15, 17, 18, 20, 21, 26,
27, 28, 31, 32, 34, 35, 37, 43, 44, 45
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Pupitar
Medium Rock/Ground Type | Level 8 | CR 8
Armor Class 16
Hit Points 71
Hit Dice d10
Speed 30ft. walking
Moves
Starting Moves: Bite, Leer, Sand Attack, Screech,
Rock Slide, Scary Face, Thrash, Sandstorm
Level 14: Crunch, Stone Edge
Level 18: Hyper Beam, Earthquake
Learnable Moves:
TM: 01, 02, 03, 05, 06, 08, 10, 11, 13, 15, 17, 18,
20, 21, 23, 24, 26, 27, 28, 31, 32, 34, 35, 37, 38,
43, 44, 45, 48, 49, 50
HM: 01, 03, 04
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Lugia
Large Psychic/Flying Type | Level 20 | CR 15
Armor Class 22
Hit Points 216
Hit Dice d12
Speed 30ft. walking | 60ft. flying
Moves
Starting Moves: Whirlwind, Gust, Rain Dance, Hydro
Pump, Aeroblast, Ancient Power, Recover,
Ho-Oh
Large Fire/Flying Type | Level 20 | CR 15
Safeguard, Future Sight, Sky Attack
Learnable Moves: Armor Class 22
Hit Points 216
TM: 02, 03, 05, 06, 07, 08, 09, 10, 11, 13, 14, 15, Hit Dice d12
16, 17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 29, 30, Speed 30ft. walking | 60ft. flying
31, 32, 34, 35, 37, 39, 42, 43, 44, 47, 50
HM: 02, 03, 04, 06, 07
STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 18 (+4) 10 (+0) 16 (+3) 16 (+3)
Moves
Starting Moves: Whirlwind, Gust, Sunny Day, Fire
Blast, Sacred Fire, Ancient Power, Recover,
Safeguard, Future Sight, Sky Attack
Learnable Moves:
TM: 03, 05, 06, 07, 08, 09, 10, 11, 13, 15, 17, 18,
19, 20, 21, 22, 24, 25, 26, 27, 29, 30, 31, 32, 34,
35, 37, 38, 39, 42, 43, 44, 47, 50
HM: 02, 04, 05
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Celebi
Medium Psychic,Grass Type | Level 20 | CR 15
Armor Class 20
Hit Points 165
Hit Dice d12
Speed 30ft. walking | 30ft. flying
Moves
Starting Moves: Leech Seed, Confusion, Recover,
Heal Bell, Safeguard, Ancient Power, Baton Pass,
Future Sight, Perish Song
Learnable Moves:
TM: 03, 06, 09, 10, 11, 12, 13, 15, 17, 18, 19, 20,
21, 22, 27, 29, 30, 31, 32, 34, 35, 37, 39, 40, 42,
43, 44, 50
HM: 05
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12. Appendix
Pokémon Experience Rewarded By Level & CR
Level :::: CR 1/8 1/4 1/2 1 2 3 4 5 6
1 25 50 100 200 450 700 1,100 1,800 2,300
2 50 100 200 450 700 1,100 1,800 2,300 2,900
3 100 200 450 700 1,100 1,800 2,300 2,900 3,900
4 200 450 700 1,100 1,800 2,300 2,900 3,900 5,000
5 450 700 1,100 1,800 2,300 2,900 3,900 5,000 6,100
6 700 1,100 1,800 2,300 2,900 3,900 5,000 6,100 7,200
7 1,100 1,800 2,300 2,900 3,900 5,000 6,100 7,200 8,400
8 1,800 2,300 2,900 3,900 5,000 6,100 7,200 8,400 9,800
9 2,300 2,900 3,900 5,000 6,100 7,200 8,400 9,800 11,200
10 2,900 3,900 5,000 6,100 7,200 8,400 9,800 11,200 12,600
11 3,900 5,000 6,100 7,200 8,400 9,800 11,200 12,600 14,000
12 5,000 6,100 7,200 8,400 9,800 11,200 12,600 14,000 14,750
13 6,100 7,200 8,400 9,800 11,200 12,600 14,000 14,750 15,500
14 7,200 8,400 9,800 11,200 12,600 14,000 14,750 15,500 16,500
15 8,400 9,800 11,200 12,600 14,000 14,750 15,500 16,500 18,000
16 9,800 11,200 12,600 14,000 14,750 15,500 16,500 18,000 19,500
17 11,200 12,600 14,000 14,750 15,500 16,500 18,000 19,500 21,000
18 12,600 14,000 14,750 15,500 16,500 18,000 19,500 21,000 23,000
19 14,000 14,750 15,500 16,500 18,000 19,500 21,000 23,000 25,000
20 14,750 15,500 16,500 18,000 19,500 21,000 23,000 25,000 27,000
Level :::: CR 7 8 9 10 11 12 13 14 15
1 2,900 - - - - - - - -
2 3,900 - - - - - - - -
3 5,000 - - - - - - - -
4 6,100 - - - - - - - -
5 7,200 8,400 9,800 11,200 12,600 - - - -
6 8,400 9,800 11,200 12,600 14,000 - - - -
7 9,800 11,200 12,600 14,000 14,750 - - - -
8 11,200 12,600 14,000 14,750 15,500 - - - -
9 12,600 14,000 14,750 15,500 16,500 - - - -
10 14,000 14,750 15,500 16,500 18,000 19,500 21,000 23,000 -
11 14,750 15,500 16,500 18,000 19,500 21,000 23,000 25,000 -
12 15,500 16,500 18,000 19,500 21,000 23,000 25,000 27,000 -
13 16,500 18,000 19,500 21,000 23,000 25,000 27,000 29,500 -
14 18,000 19,500 21,000 23,000 25,000 27,000 29,500 32,000 -
15 19,500 21,000 23,000 25,000 27,000 29,500 32,000 35,000 38,000
16 21,000 23,000 25,000 27,000 29,500 32,000 35,000 38,000 41,000
17 23,000 25,000 27,000 29,500 32,000 35,000 38,000 41,000 45,000
18 25,000 27,000 29,500 32,000 35,000 38,000 41,000 45,000 50,000
19 27,000 29,500 32,000 35,000 38,000 41,000 45,000 50,000 55,000
20 29,500 32,000 35,000 38,000 41,000 45,000 50,000 55,000 60,000
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Character Sheets
Digital Trainer/Pokemon Excel Sheet
Easy Trainer and Pokemon character sheet that fills in most information for you automatically.
https://drive.google.com/open?id=1gaUL3MJhLNE_FpLiL8fye48ZqQxXM6YbYTpU2nsFLEM
Hard Copy Pokemon Editable PDF
For those of you that prefer paper.
https://www.dropbox.com/s/b3ywvad3vttjefd/Pokemon%20Char%20Sheet%20v2%20Editable.pdf?dl=0
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Changelog
4/9/18 4/27/2018
Several typos/moves/evolution issues fixed in statblocks Gastly, Haunter, Gengar stats changed
Gastly now available as a starter at CR 1/2 Lick paralyzes, not poisons
Added STAB bonuses in Pokemon Advancement Pokedex used as bonus action
Adjusted Ace Trainer and Researcher starting bonus Stacked Specialization Bonus
Balanced Specializations 5/9/2018
Gloom can now evolve into VIleplume at level 12
GEN 2 POKEMON!!!
4/10/18 Added Moves for existing Pokémon
Paralyzed status automatically fails STR and DEX Catching Pokémon gives 1/5 normal experience
Several move typos fixed Loyalty Mechanic
Psychic move damage increase Held Items and Berries
Revamp fire moves for balance Added Items
Pokedex can only be used on conscious Pokemon Added Evolution HP bonus
Move list formatting fixed Double Edge changed
Certain traits inflicting effects changed (Poison Point,
4/11/18 Static, etc.)
Damage increased for Mega Punch and Mega Kick, TM Paralyzed status effect more lethal
cost increased
Rules on Attack of Opportunity added to Battling 5/10/2018
AC Up max at 2 Loads of stat block fixes.
Active Pokemon can be switched at any time 5/11/2018
Newly switched Pokemon cannot be switched again until
taking a full turn. Added Normal, Poison, Ice specializations
PP Up increase PP by 2, cost lowered Fixed more stat blocks
XP Share- half of rewarded XP can be distributed 5/26/2018
4/12/18 Several changes to moves to balance damage output
Burrowing added to Onix, Sandshrew, Sandslash better
Pokeslot advancement changed around to include 2 slots Some TM costs changed as a result
at level 1, Character Advancement table updated. 6/4/2018
Max CR Control added to Trainer Table Added Trainer/Pokemon Character Sheet and DM
4/13/18 Pokemon Builder excel files.
New Trainer Features added 7/11/2018
Removed "Defeat Saving Throws" Having no remaining Voltorb move list updated
Pokémon results in you losing half your money and you Several move changes for balancing
must use a revive or immediately find a Pokécenter Paralysis effect changed to be more similar to games. 25%
Psychic TM increase cost chance of no movement.
Added Pokémon Nature Section to increase variety of Afew minor resistance/vulnerability corrects for Pokemon
Pokémon stats. like Jigglypuff, Starmie, and other.
4/15/18
12/17/2018
Added Pokemon Character Sheet Multiple type/move fixes
4/17/18
12/21/2018
Leech Seed damage decreased and move updated in Update to Pokémon Leveling chart (STAB bonus
Bulbasaur stat block adjusted/New Move at level 18, not 17)
Pokemon Tracker once per long rest Added List of Pokemon by CR
4/18/18 Updated PokeMentor first ability to includ TM under
Changed Pokeslots to start at 3 and end at 6. Player $3500
Advancement table reworked. Added an additional 10 ASI points to Magikarp's evolve.
Updated Slam damage to be greater than Tackle
4/21/18 Added link to Subreddit r/Pokemon5e
Move List and Pokemon Blocks switched Updated AC Up and Smooth Facade feats for balancing
Included Ether and Max Ether items 12/22/2018
Pokemon Index added
Changes to Burning and Flinched Uproar move was missing. Added.
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Changelog (cont.)
12/23/2018
Added alphabetical list of Pokemon with page numbers to
Appendix.
Changed Trainer Hit Dice to d8 to match "Commoner"
Removed useless Pokeball tool proficiency
Removed "Struggle" constraint for Trainer actions
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