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Pokemon 5th Edition - Gen I, II, & III

This document provides guidelines for running a Pokémon roleplaying game using the 5th edition Dungeons & Dragons system. It includes rules for creating a Pokémon Trainer character class with starter Pokémon, catching and caring for Pokémon, battling, character and Pokémon advancement, additional items, feats, move lists, Pokémon stat blocks, and tips for running the game. The document focuses on translating elements of Pokémon gameplay into simplified mechanics that can be run using the 5e system.

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James Tonkin
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100% found this document useful (1 vote)
392 views265 pages

Pokemon 5th Edition - Gen I, II, & III

This document provides guidelines for running a Pokémon roleplaying game using the 5th edition Dungeons & Dragons system. It includes rules for creating a Pokémon Trainer character class with starter Pokémon, catching and caring for Pokémon, battling, character and Pokémon advancement, additional items, feats, move lists, Pokémon stat blocks, and tips for running the game. The document focuses on translating elements of Pokémon gameplay into simplified mechanics that can be run using the 5e system.

Uploaded by

James Tonkin
Copyright
© © All Rights Reserved
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Pokémon in 5th Edition


How to run your own Pokémon role-playing game using existing 5e rules.
Including Generations I, II, & III
Homebrew created by @JOEtheDM

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" and Pokémon 5e Discord for your support, ideas, and playtesting
To R1bs99, John K. Walz Jr., Eschatonic, Ryan Wilkinson, Kolkyboi, and for all their behind the scenes work in creating this
manual.
Made with GM Binder
Ideas/Concerns/Questions?
Join our Subreddit (https://reddit.com/r/Pokemon5e) or Discord! (https://discord.gg/DA9gQAa)
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Pokémon 5E
Introductory Note Table Of Contents
Hello and welcome to Pokémon 5e! My name is Joe and I am 1. Creating a Pokémon Trainer (pg 3)
the creator of this supplement, general D&D and Pokémon a. Pokémon Trainer Class
lover, and DM/Host of the "You Meet in a Tavern" D&D b. Starter Pokémon
podcast. c. Pokémon Control
d. Specializations
Pokémon 5e is very different than any other D&D game you e. Trainer Paths
have played before. No longer is your PC a powerhouse with a 2. Catching Pokémon (pg 7)
slew of dangerous spells and deadly weapons. You are now a 3. Pokémon Care (pg 7)
Pokémon trainer – a mortal in control of your Pokémon with a. Active Pokémon
an iron fist or a gentle heart. As such, player characters have b. Healing
normal abilities and skills, but your focus is not in hand to c. Pokémon Nature
hand combat. In fact, trainer vs. trainer and trainer vs. d. Bonding
Pokémon fighting is strictly prohibited by laws. Your ability to e. Loyalty
stay in the game is dependent on the status of the Pokémon in 4. Battling Pokémon (pg 11)
your control. Although the threat of death is still very real, the a. Combat
battling and utility in the game is mostly transferred to your b. Moves/Move Power
Pokémon. c. Trainer Actions
d. Attacks of Opportunity
I set out to create this guide as a way to run a simplified e. Running Away
Pokémon RPG using basic rules from an already well-known 5. Pokémon and Character Advancement (pg 12)
and popular TTRPG system. Many things in 5th Edition do a. Pokémon Experience
not transfer well to the Pokémon world we know and love, so b. Pokémon Advancement
do not expect the statistics of Pokémon, effects of moves, etc. c. Evolution
to play out exactly as they would in the games. This has been d. Character Advancement
a project full of love for the game, and for the people that play 6. Other Changes (pg 13)
it, and I hope it brings something new and exciting to your a. Death Saving Throws
table! b. Damage Types
c. Status Effects
I will be continuing to update things in this manual as more d. Species Rating (SR)
people playtest the material, so be sure to keep checking the e. Mounts
Changelog at the end of the PDF for the latest updates. If you 7. Running a Game (pg 14)
have any questions about the material, or are looking for tips a. Building Encounters
on how to run it, please take advantage of our communities on b. Starting Past Level 1
Reddit (https://reddit.com/r/Pokemon5e) and/or Discord c. Weather
(https://discord.gg/DA9gQAa). d. Experience Points
Happy Catching! 8. Additional Items (pg 15)
Joe a. Basic Restoratives
b. Pokéballs
d. Evolutionary Items
e. Berries and Held Items
New to this Edition! f. X-Items
This third edition of Pokémon 5e contains: g. Vitamins
h. Miscellaneous
The addition of all 135 new Generation III Pokémon i. TMs/HMs
Four new trainer paths to choose from 9. Feats (pg 21)
New items including a variety of berries with different 10. Move List (pg 22)
effects 11. Pokémon Stat Blocks (pg 67)
Updated PP for all moves to improve move strategy 12. Appendix (pg 259)
Improved stats for most Pokémon, with the addition of a. Experience by SR/Level
more abilities translated to 5e b. Pokémon List by SR
Ability points granted at evolution now varies by species. c. Pokémon Index
Improved learnsets based on familiar progression d. Character Sheets
e. DM Pokemon Creator Tool
13. Changelog (pg 264)

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1. Creating a Pokémon Trainer


You want to be the very best – that no-one ever was? Follow
these guidelines to create your first Pokémon Trainer! Any
existing 5e race from the PHB can be chosen, but players The Pokémon Trainer
must play the class of Pokémon Trainer.
Prof Max
Class Features Level Bonus Features Pokéslots SR
Starter Pokémon,
The Pokémon Trainer class has the following features: 1st +2
Specialization
3 1/2

Hit Points 2nd +2 Trainer Path 3 1/2


Hit Dice: 1d8 per level 3rd +2 Control Upgrade 3 3
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution 4th +2 Ability Score Improvement 3 3
modifier. 5th +3 Trainer Path Feature, Control 4 6
Upgrade, Pokéslot
Proficiencies
6th +3 4 6
Armor: None
Weapons: None 7th +3 Specialization 4 6
Saving Throws: Charisma Ability Score Improvement,
Skill Proficiencies: Animal Handling and choose two from 8th +3
Control Upgrade
4 8
Acrobatics, Athletics, Insight, Intimidation, Investigation,
Medicine, Nature, Perception, Performance, Persuasion, 9th +4 Trainer Path Feature 4 8
Sleight of Hand, Stealth, or Survival. 10th +4 Trainer's Resolve, Pokéslot 5 8
Equipment 11th +4 Control Upgrade 5 10
You start with the following equipment, in addition to the 12th +4 Ability Score Improvement 5 10
equipment granted by your background: 13th +5 Pokémon Tracker 5 10
5 Pokéballs 14th +5 Control Upgrade 5 12
1 potion
(a) a dungeoneer’s pack or (b) explorer’s pack 15th +5 Trainer Path Feature,
Pokéslot
6 12
Trainer's License
A Pokédex 16th +5 Ability Score Improvement 6 12
A starter Pokémon 17th +6 Control Upgrade 6 14
$1000 + $100 x 4d4
18th +6 Specialization 6 14
Trainer License 19th +6 Ability Score Improvement 6 14
Only licensed trainers are permitted to capture Pokémon, and 20th +6 Control Upgrade, Master 6 15
this license identifies you as having such authorization. It also Trainer
allows trainers to gain access to special services at Pokémon
centers and to purchase goods at the Poké Mart. Trainers can
lose their license for attacking other trainers or their
Pokémon, or failing to take care of their own Pokémon.
Pokéslots
Starter Pokémon A Trainer’s Pokéslots are the number of Pokémon a Trainer
A trainer must begin with any single unevolved Pokémon of can carry in their pack. At level 1, a Trainer carries their
Species Rating (SR) 1/2 or lower with the base stats in its stat Starter and has two empty slots. Trainers can carry an
block. This Pokémon starts with a nature of the player's additional Pokémon at levels 5, 10, and 15.
choice. See the Pokémon Nature section in Pokémon Care for
available natures. A Pokémon by SR list is at the end of this Pokémon Control Upgrade
manual as well. Each species of Pokemon is given its own Species Rating
Pokédex (SR). More on Species Rating can be found on page 13. The
stronger the Pokémon, the more difficult they are to control.
A hand-held computer with an advanced camera and image The type of Pokémon you can control in the game depends on
recognition software. A trainer can use a bonus action to the level of your character (As seen in the Trainer Level Table
identify a Pokémon within 50 feet using the Pokédex's above). Without the proper level, a Pokémon with a higher SR
scanner. Doing so registers the Pokémon on the Pokédex, and than allowed can be caught, but will not leave its Pokéball
reveals the base SR and some brief facts about the species. until the level has been reached. The maximum Pokémon SR
that you can control increases at levels 3, 5, 8, 11, 14, 17, and
20
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Trainer's Resolve Martial Artist


By the time you reach 10th level, you have had your fair share Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
of experience in difficult battles and have emerged victorious skill checks made by any of your fighting Pokémon.
and strong. You are now immune to fear, and may choose a Mountaineer
second saving throw to become proficient in.
Increase your Str, Con, or Dex by +1. Add a +1 bonus to all
Pokémon Tracker skill checks made by any of your rock Pokémon.
At level 13, you have already spent countless hours in the wild, Mystic
searching for Pokémon high and low. Once per long rest, you You gain proficiency in Arcana. Add a +1 bonus to all skill
may make a DC 15 WIS check to search for Pokémon in the checks made by any of your ghost Pokémon.
nearby area. On a success, your DM must tell you what wild
Pokémon can be found nearby. On a critical success, a
Pokémon of your choice from the DM's list appears in the next Steel Worker
encounter. Increase your Str or Con by +1. Add a +1 bonus to all skill
checks made by any of your steel Pokémon.
Master Trainer
Psychic
At level 20, you have finally achieved the title of Master You gain the ability to use the Telepathy spell once per day,
Trainer, and can now control any Pokémon in the known ignoring components. Add a +1 bonus to all skill checks made
world. Additionally, your Pokémon are at peak fighting by any of your psychic Pokémon.
performance. When you or your Pokémon fail a saving throw,
you may choose to succeed instead. This feature can be used
twice per long rest. Swimmer
Gain a swim speed equal to your movement speed. Add a +1
bonus to all skill checks made by any of your water Pokémon.
Specializations
At level 1, players may choose a specialization from the Charmer
following list, granting them bonuses depending on the type of Increase your Cha by +1. Add a +1 bonus to all skill checks
Pokémon they train. Additional Specializations can be chosen made by any of your fairy Pokémon.
at later levels. Specializations can be stacked for an additional
+1 bonus for each time it is chosen. Shadow
Bird Keeper
Gain proficiency in the Deception or Stealth skill. Add a +1
bonus to all skill checks made by any of your dark Pokémon.
You gain proficiency in Perception. Add a +1 bonus to all skill
checks made by any of your flying Pokémon. Alchemist
Bug Maniac
Gain proficiency in the Medicine or Decption skill. Add a +1
bonus to all skill checks made by any of your poison Pokémon.
You gain Proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your bug Pokémon. Team Player
Camper
Increase any one of your ability scotes by 1. Add a +1 bonus to
all skill checks made by any of your normal Pokémon.
You gain proficiency in Survival. Add a +1 bonus to all skill
checks made by any of your ground Pokémon. Ice Skater
Dragon Tamer
Gain proficiency in the Performance or Persuasion skill. Add
a +1 bonus to all skill checks made by any of your ice
Increase your Wis by +1. Add a +1 bonus to all skill checks Pokémon.
made by any of your dragon Pokémon.
Engineer
Increase your Int by +1. Add a +1 bonus to all skill checks
made by any of your electric Pokémon.
Pyromaniac
Increase your Con by +1. Add a +1 bonus to all skill checks
made by any of your fire Pokémon.
Gardener
You gain proficiency in Nature. Add a +1 bonus to all skill
checks made by any of your grass Pokémon.

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Cheerleader:
Trainer Paths At level 9, once per short resr, you may use an action to boost
There are many ways and reasons to train Pokémon, ranging all allied Pokémon with inspiring words. Until your next turn,
from a desire for adventure to a wish to learn more about you may add your CHA modifier to all allied attack rolls OR
them. At the 2nd level, depending on your long term goals, damage rolls OR AC. In addition, your Pokéchef treat now
choose one of the following paths: heals 6d4+6 hit points
Ace Trainer Loyal to a Fault:
The care and attention you show to your Pokémon is returned
Your goal is to become one of the strongest trainers in the in kind. When you reach level 15, your Pokémon have
world, and so you excel in battle. All of your Pokémon gain a advantage on saving throws against negative status effects. In
+1 bonus to their attack and damage rolls. addition, your Pokéchef treat now heals 10d4+10 hit points
Battle Master:
When you reach level 5, you gain a number of battle dice (d6) Researcher
equal to 1 + your Wisdom modifier. You may assign these to You wish to learn more about Pokémon and the secrets that
any 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 acceleraate the process. The level
You choose to dabble in a variety of skills to take care of your required for your Pokémon to evolve is reduced by 1. If you
Pokémon as it suits the current situation at hand. Whenever have any Pokémon that would be past evolution level when
you capture a Pokémon, choose two of its abilities to increase you gain this, you can choose to evolve them now.
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 1 + choose a Pokémon and make a DC 12 INT roll as as a bonus
your WIS modifier. You may assign these to any of your action. On a success, you identify all four of its known moves.
Pokémon to be added to a single skill check or saving throw. In addition, you learn that target's weak spots, granting +2 to
You replenish your pool of skill dice at each long rest. all attack rolls against the Pokémon.
Many Faces:
At level 9, you may select a feature of any of the other trainer Pokémon Collector
paths 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. You now have
Pokéball Crafter: expertise in Animal Handling, doubling your proficiency in
At level 15, at each long rest, you can gather enough natural this skill.
materials to craft an Ultra Ball.
Gotta Catch ‘Em
Em All:
Poké Mentor At level 5, once per long rest, you may roll an Animal Handling
You have a nurturing touch and a skill for mentoring Pokémon check with advantage, even if the opponent is not suffering
to bring out the best in them. Your TMs can be used twice from a negative status effect.
before breaking. Careful Catching:
Pokéchef: At level 9, any Pokémon you catch are instantly healed of their
You excel at creating meals for your Pokémon, seemingly out status ailments and have full health.
of nothing. At level 5, you are frequently prepared with an Disciplined Strikes:
"Edible Treat" for Pokémon, healing 2d4+2 hit points when At level 15, you have trained your Pokémon to hold back or
given as an action. You can use this feature twice per day. unleash power when necessary. When damaging a Pokémon
enough to cause it to faint, you can choose to bring it to 1 HP
instead.

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Nurse Commander
You have a pure heart and a healing spirit. You want the best You rule over your Pokémon with an iron fist, demanding
for your Pokémon, and that involves always keeping them in respect and forming an unbreakable bond with your team.
tip-top shape. When you choose this path, gain proficiency in When you choose this path, your starter’s Loyalty increases to
the Medicine skill. At each long rest or Pokémon center visit, “Loyal”.
your held Pokémon gain temporary hit points equal to your
level. Follow Me:
You have a firm hand, but a trusting presence. When you reach
Pure Heart: level 5, any new Pokémon you catch get a +1 bonus to Loyalty.
Your kindness radiates to all those around you. You have a
pool of healing power that replenishes when you take a long Show Me What You’ve
You ve Got:
rest. You can touch a willing creature and restore any number Your confidence and leadership inspires your Pokémon to
of hit points from this pool. The total pool is equal to your reach deep inside themselves for unknown power. Once per
trainer level x 5. short rest, you may choose a Pokémon in battle to activate a
single move from one tier above moves that it currently can
Healing Spirit: learn. (For example: A level 4 Bulbasaur can use Sleep
Your healing spirit is transferred to your Pokémon. When you Powder - a move only available at level 6 and above.) In the
reach level 9, whenever you use a consumable that heals your case of Pokémon that are already at the highest level, you may
Pokémon, or your Pokémon uses a healing move, roll the dice instead treat a known move as a critical if it hits.
twice and take the higher result.
We’re
We re a Team:
Joy: Your commanding presence is felt by all ally Pokémon on the
You have ascended to an ultimate Pokémon healer. When you battlefield. When you reach level 15, you may use a bonus
reach level 15, once per long rest, you can spend 1 hour to action to speak a commanding phrase. Until the end of your
gain a similar advantage as visiting a Pokémon Center. Up to next turn, all allied Pokémon within 60 feet of you have
six Pokémon of your choice are fully healed and cured of all advantage on their attacks. You may use this feature a number
status effects. of times equal to 1 + your Charisma modifier. This pool resets
at each long rest.
Type Master
You feel drawn to the elements, focusing your skills into a Grunt
particular type of Pokémon. When you choose this path, Whether current or aspiring evil team member, your goal is to
increase the STAB of any Pokémon that is the same type as cast down all goody two shoe trainers and rise up in the
your specialization by +1 at all levels. If you select multiple ranks! When you choose this path, take an additional
specializations at later levels, the bonus applies to the new specialization.
type as well. If your Pokémon is dual-type and you are
specialized in both types, the bonus is +2. Dark Arts
When you reach level 5, you know the ins and outs of what it
Drawing Power: means to be a part of an evil team! Gain proficiency in either
Your Pokémon are trained to draw power from each other. Deception, Stealth, or Sleight of Hand. Once per Pokémon
When you reach level 5, as long as half or more of your carried battle, you can impose disadvantage on an opponent's attack
Pokémon are of the same type, Pokémon of that type add 2 to roll or saving throw.
their attack rolls.
Speed of Light
Storing Power: You know how to blast off with the best of them. At level 9
Even Pokémon that are not of your specialization types can gain the “Alert” feat, and increase your Pokémon’s move speed
feel the effect you have in battle. When you reach level 9, all of by 10.
your carried Pokémon have resistance to your specialization
types. If a Pokémon was once vulnerable to that type, it now Admin
takes the regular amount of damage. You have made it to the top ranks, commanding authority over
people and Pokémon alike. At level 15, gain proficiency in
Releasing Power: Persuasion and increase your control upgrade to the next SR
Your Pokémon are masters of their own types, focusing their level (at level 17 you can get the final control upgrade.)
energy in every attack they make. When you reach level 15, for
types you are specialized in, your Pokémon’s STAB can be
added to any damaging move of their choosing, even if it is a
different type from their own.

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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
to follow when catching Pokémon: Throw Pokéball
Casting Time: 1 action
A trainer can hold no more than their Pokéslots allow. If a
trainer’s Pokéslots are full when a Pokemon is caught, the Range: 60 feet
trainer must choose one Pokemon to send to their PC. Components: Pokéball
A Pokéball is destroyed on a failureed catch attempt.
A caught Pokémon retains its level, all status effects, and You hurl a Pokéball at a wild Pokémon in attempt to
current HP at the time of the catch. capture it. Make an Animal Handling skill check. You
It is impossible for a Trainer to catch a Pokémon greater have advantage on the throw if the Pokémon is
poisoned, restrained, asleep, burning, confused,
than their current level. paralyzed, or frozen.
A caught Pokémon is given the minimum amount of
experience for that Pokémon’s level to start. The DC to catch a Pokémon is equal to:
A fainted Pokémon cannot be caught. 10 + Pokémon’s Base SR (rounded down) +
Catching a Pokémon gives 1/5 the normal XP. Pokémon level + Remaining HP / 10 (rounded down)
There may be Pokémon in the wild that are friendly and Note: Bonuses are added to your throw depending
happy to join you in your adventures. For those that need a on which type of Pokéball you use. See the item list
little more coaxing, the mechanics of catching a Pokémon are for the different types of Pokéballs.
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 SR 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: 10
+ Pokémon SR: 1/2 rounded down = 0
+ Pokémon Level: 3
+ Current HP / 10: 1.5 rounded down = 1
= 14

You would have to roll a 14 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 means
the trainer to socialize and help with skill checks. In battle, building a trusting relationship with them and accepting them
they are the first one to fight until switched out. At the end of for who they are. As such, any Pokémon you come into contact
battle, they resume status as the Active Pokémon. A trainer with has its own Nature that effects their ability scores and
can switch out their Active Pokemon at any time, except sticks with them for their entire life. The following table can
immediately before entering a battle. If this Pokémon faints, be used by the DM to randomly give Pokémon a nature with a
the trainer must choose a new Active Pokémon at that time. roll of a d20. When you choose your starter, you may choose
Pokémon, like trainers, are proficient in various skills. 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 Persuasion. 2 Rash +2 Strength, -2 Constitution
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 30 12 Relaxed +2 Constitution, -2 Strength
minutes. Free for those with Trainer Licenses, they can be 13 Careful +2 Wisdom, -2 Strength
found across the world in abundance.
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. 17 Sassy +2 Charisma, -2 Dexterity
Short rests can be as little as a half an hour and recover an
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 do 19 Hardy +1 AC, -2 Dexterity
not revive fainted Pokémon.
20 Nimble + 1 AC, -2 Strength
Potions/Food:
Perishable items can be given to a Pokémon as an action to Bonding
instantly restore hit points or temporarily increase abilities.
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:
Level Emotion Effect

Disloyal Pokemon want nothing to do with their trainers. They despise being owned and consciously go
-3 Disloyal 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.
Angry Pokemon genuinely dislike their owners. They are hard to control and go against their trainer's wishes
-2 Angry 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.
A neutral Pokemon acts normally with no stat modifiers. It responds to its trainers commands and acts on its
0 Neutral 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.

Image by Charmance96 via DeviantArt

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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.
Combat in Pokémon 5e is not much different than what you Each move has a number of Power Points (PP) that
are used to, with a few exceptions: determine how many times the move can be used. Refilling
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 trainer's initiative Each move has a Move Power – the focused abilities of that
bonus. move. Move Powers can be any of the six main abilities, and
Only one Pokémon of yours may be on the battlefield at determine which ability to use for attack, damage, and saving
once. throw DC.
Changing out a Pokémon before it has fainted takes up an
entire action, but changing out a Pokemon when it faints Attack Roll Bonus = Move Power Mod + Proficiency Mod
can be done immediately as a free action. Either way, a Damage Bonus = Move Power Mod
new Pokemon cannot be switched out until it has taken a Saving Throw DC = 8 + Proficiency Mod + Move Power Mod
full turn in combat.
In order to switch out a fainted Pokémon, your trainer Trainer Actions
must be within 60 feet.
On your turn, both your trainer and your active Pokémon In Pokemon battles, a trainer's main job is to interact with the
have a movement up to their speed, but only one of you environment, issue commands, and keep their Pokemon in
may take an action/bonus action. A Pokémon Trainer’s job the fight by administering boosts or potions. There are strict
on their turn is to assist their Pokémon in battle by laws governing the world of Pokemon and any trainer vs.
interacting with the environment, providing potions or trainer combat is strictly prohibited, the penalty being the loss
boosts, commanding their Pokémon to attack, or of one's Trainer License. As such, trainers may not target
attempting to run away. other trainers or a trainer's Pokemon in battle. All is fair in
You MUST have a Pokémon in the battle at all times. If you wild Pokemon encounters, however. A trainer may assist their
have no remaining Pokémon, you lose the battle. A battle Pokemon in battle, or defend against any incoming attacks.
loss results in you losing half your total money (rounded
up), all carried Pokemon lose 1 level of loyalty, and you Running Away
must immediately use a revive or find a 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 as an action on a PC’s turn, contested by the DEX
If a Pokemon leaves the melee range of another without using ability score of the wild Pokémon involved in the combat.
the Disengage action, or when not returning to a Pokeball, the More PCs need to succeed than fail. Tie goes to the runner. In
opponent may use a melee move that has a time of "1 action" case of a fail, trainers may not attempt to run away again until
immediately as a reaction. The move costs the normal amount that PC’s next turn (one full round).
of PP.

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5. Pokémon and Character Advancement


Pokémon Experience Pokémon Advancement
Experience points (XP) are rewarded to Pokémon for When your Pokémon has gained enough experience, it may be
successfully defeating other Pokémon, or given out at the able to level up. Level ups for Pokemon happen immediately,
DM’s discretion when the players complete a particularly and do not require long rests. Just like PCs, Pokémon roll (or
difficult challenge. Catching a Pokémon also gives take the average of) a hit die (determined in their stat block)
experience, but at 1/5 the normal amount. XP can be and add their CON modifier to determine the increase in HP
distributed to a player’s Pokémon in any amount, but only at each level.
Pokémon that took an action in the fight can be given the
rewarded XP. Fainted Pokemon can also be given XP as long
as they were in the fight. If two or more people battle against a
single Pokémon, the XP given to each player to distribute is
determined by the DM. See the Appendix for more
information on XP based on SR and Pokémon level. Pokémon Leveling
The following is a table containing the total XP a Pokémon Level Prof Bonus Features STAB
needs at each level to level up:
1st +2 +0
Level XP Needed
2nd +2 New Move +0
1st 0
3rd +2 STAB Increase +1
2nd 200
4th +2 Ability Score Improvement +1
3rd 800
5th +3 Proficiency/Damage Increase +1
4th 2,000
6th +3 New Move +1
5th 5,000
7th +3 STAB Increase +2
6th 10,000
8th +3 Ability Score Improvement +2
7th 16,000
9th +4 Proficiency Increase +2
8th 23,000
10th +4 New Move/Damage Increase +2
9th 31,000
11th +4 STAB Increase +3
10th 41,000
12th +4 Ability Score Improvement +3
11th 52,000
13th +5 Proficiency Increase +3
12th 64,000
14th +5 New Move +3
13th 77,000
15th +5 STAB Increase +4
14th 92,000
16th +5 Ability Score Improvement +4
15th 110,000
17th +6 Proficiency/Damage Increase +4
16th 120,000
18th +6 New Move +4
17th 140,000
19th +6 STAB Increase +5
18th 170,000
20th +6 Ability Score Improvement +5
19th 210,000
20th 250,000

New Move:
Ability Score Improvement:
Your Pokémon adds new moves that it can learn. All moves at
this level can be taught to your Pokémon. Pokémon cannot Your Pokémon can gain two points to spend on increasing
have more than four moves at a time without the Extra Move their abilities (to a maximum of 20) OR can select a Feature.
Feat, so they may have to replace one of their old moves to (See Feats Section)
make room. Moves can only be replaced when a Pokémon
gains a level, and must be chosen from the Pokémon’s current Same-Type Attack Bonus (STAB)
move list at a level at or below their current level. Your Pokemon gains a bonus to damage rolls when it uses an
attack move type that is the same as their Pokemon type. The
Damage Increase STAB bonus may only be applied once when it comes to
The damage of each damaging move increases at the acquired moves that hit multiple times. This bonus increases as the
level, as shown in the move description. Pokemon levels up.

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Evolution For example


Pokémon can evolve into a new form once they hit a certain Ash is currently level 4 and owns four Pikachu at levels 1, 4, 3,
level as determined in their stat block, or by giving them a and 2. He is only given three Pokéslots at this level, so his total
certain type of special item. When a Pokémon evolves, the Pokémon levels for the purpose of leveling his PC is 4 + 3 + 2
following occurs, in order: = 9. If he were to level his level 4 Pikachu level 5, then he
1. It keeps its current ability scores, but gains a number of would reach 5th level because his new total would be 5 + 3 + 2
points to add to these scores, as determined in its stat = 10. Because at 5th level, he receives another Pokéslot, his
block (up to a max of 20 in any ability before bonuses) total for leveling changes to 1 + 5 + 3 + 2 = 11.
2. It gains an HP bonus of double its level.
3. It acquires the hit dice of its evolved form to increase HP
this level and for future rolls. The highest leveled Pokemon a trainer owns do not need to
4. 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 level
5. It keeps the known moves it had before evolution, but must are typically not as strong as those caught at a lower level and
learn all future moves from its new move list. Ex: Pikachu trained up to that point. Capturing higher leveled Pokémon
evolving into Raichu at level 10 cannot learn any of may be beneficial for player level changes, but a trainer with 3
Pikachu's level 10 moves. recently captured Charizards is weaker than a trainer who
Evolution can be delayed at the player’s discretion, but once has cared for 3 Charmanders through their evolutions.
the decision has been made, the Pokémon cannot evolve until Option 2:
gaining an additional level. The level of the trainer is based upon how many Pokémon the
trainer has registered in their Pokédex. Alternatively, the DM
Character Advancement can choose to allow trainers to register a Pokémon by reading
Level ups for trainers happen immediately, and do not require a certain book, finding an artifact, speaking to a professor, etc.
long rests. There are two options a DM can use for player The following table can be used as a reference for levels
character leveling, neither of which use experience points like based on number of Pokémon in a Pokédex.
Pokémon advancement. Character Level Pokémon Registered
Option 1: 2nd 8
The level of a character is determined by total levels of the 3rd 15
character’s X highest leveled Pokémon, where X is the PC’s 4th 25
current number of Pokéslots. The following table can be used
as a guideline for PC leveling. 5th 35
6th 45
Character Level Total Pokémon Levels Needed
7th 58
2nd 3
8th 75
3rd 5
9th 87
4th 7
10th 100
5th 10
11th 110
6th 18
12th 122
7th 24
13th 138
8th 27
14th 154
9th 30
15th 168
10th 42
16th 178
11th 46
17th 186
12th 50
18th 192
13th 55
19th 197
14th 60
20th 200
15th 65
16th 75 This option is particularly interesting if a campaign starts at
17th 80 later levels, because players can choose which Pokémon they
have seen, with DM approval, leading to interesting
18th 86 backstories.
19th 92
20th 100

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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 Species Rating (SR)
(bludgeoning, slashing, etc.) with ones more typical to the In Pokémon 5e, each Pokémon is given a "Base Species
Pokémon universe. These include fire, water, ice, grass, Rating” (SR). This is different than a typical CR rating in D&D
ground, rock, electric, fighting, ghost, psychic, poison, bug, 5e, and does not fall under the traditional encounter building
steel, dark, fairy, and normal. rules. SR is a numerical device that signifies the strength of
the species as a whole, regardless of level. For example, a level
New Status Effects 10 Pidgey (Base SR 1/8) is not as strong as a level 10
In addition to the previous effects such as grappled, Bulbasaur (Base SR 1/2). This SR gives a guideline to
restrained, etc., Pokémon 5e adds or modifies several new compare Pokémon across species, and puts each Pokémon in
status effects. a different column for experience rewards.
Poisoned: Mounts
A poisoned creature has disadvantage on all ability checks The following Pokémon can be mounted and are grouped by
and attack rolls, and takes 1d6 poison damage at the end of their main method of transportation. (The following is simply
each of its turns until it faints or is cured of its poison. just an example. Additional mounts or changes to this list may
Frozen: be determined by DM). When you mount an active Pokémon,
A frozen creature is grappled and restrained. In combat, it can you take on their walking, swimming, or flying speeds.
attempt to break free of the ice with a DC 15 STR save at the By Land
end of each of its turns. Outside of combat, the frozen status Absol, Arcanine, Blastoise, Camerupt, Crawdaunt, Dodrio,
lasts for one hour. Entei, Feraligatr, Girafarig, Golem, Graveler, Groudon,
Confused: Kangaskhan, Machamp, Meganium, Nidoking, Nidoqueen,
A confused creature is affected for three rounds. During this Ninetales, Onix, Poliwrath, Ponyta, Raikou, Rapidash,
time, it loses its ability to take reactions and moves at half Rhydon, Sceptile, Stantler, Steelix, Suicune, Tauros,
speed. It must roll a d20 at the beginning of each of its turns. Typhlosion, Tyranitar, Ursaring, Venusaur, Victreebel
On a result of 9 or lower, the creature hurts itself for 1d6 By Air
damage and may not make an attack, but the trainer of a Aerodactyl, Altaria, Articuno, Charizard, Dragonite, Fearow,
confused Pokémon still may take an action. On a roll of 20, the Flygon, Ho-Oh, Latias, Latios, Lugia, Metagross, Mewtwo,
creature is no longer confused. Moltres, Noctowl, Pidgeot, Rayquaza, Salamence, Skarmory,
Burning: Tropius, Zapdos
A burned creature's attacks deal half their normal damage. In By Sea
addition, the creature takes 1d6 fire damage at the beginning Dewgong, Gyarados, Kingdra, Kyogre, Lapras, Mantine,
of each of its turns until it faints or is cured of its burns. Milotic, Seaking, Tentacruel, Wailord, Swampert
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, skill
check, or saving throw it makes before the end of its next turn.
If it activates a move that requires a saving throw during that
time, the target has advantage on the roll.

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7. Running a Game
Building Encounters Weather
There will be essentially two types of encounters in Pokémon Weather plays a large role in Pokémon 5e. Many Pokémon
5e: Wild Pokémon encounters and Trainer Battles. have abilities that are affected by the surrounding weather or
terrain. Be sure to implement this into your game as much as
Wild Pokémon: possible. Below is an example d100 table you can roll on at
Wild Pokémon encounters should be treated with caution. As the beginning of each day to determine the weather.
a DM, you have a responsibility to continually introduce your Alternatively, it may be fun to determine the weather by what
players to new Pokémon of various levels throughout the is actually happening outside your game table!
campaign. Your trainers will want to go out into the
wilderness to gain experience fighting as well as catching new Spring/Summer
Pokémon. Clusters of Pokémon should contain those of high
and low levels, and the players should not know what those d100 Weather
levels are until they have successfully captured a Pokémon. It 1-30 Bright Sun, Calm
is important to remember that Pokémon of higher levels
cannot be caught until the trainer has also reached that level, 31-40 Bright Sun, Windy
and higher leveled Pokémon help players progress through 41-70 Cloudy, Calm
their levels without having to do much training. As such,
capture-focused expeditions should contain several Pokémon 71-80 Cloudy, Windy
of lower levels, while battle-focused encounters should 81-90 Light Drizzle
contain high level Pokémon to present a challenge to the 91-99 Heavy Rain
player, perhaps even 1 or 2 Pokémon of much higher level
than the players. 100 Dangerous Storm
Experience for wild Pokémon encounters should be given
out at the discretion of the DM, based on participation in the Fall/Winter
fight by each PC, or distributed equally among all players.
d100 Weather
Trainer Battles
Often in a campaign, your players will come across other 1-15 Bright Sun, Calm
trainers that will want to engage in a Pokémon battle. Combat 16-25 Bright Sun, Windy
for these fights are similar to wild Pokémon encounters with 26-40 Cloudy, Calm
the exception that an enemy trainer’s Pokémon cannot be
caught by any means. 41-50 Cloudy, Windy
Additionally, Pokémon that belong to an enemy trainer are 51-55 Foggy
usually stronger than those found in the wild. When building
trainer Pokémon, consider the fact that their Pokémon may 56-70 Light Drizzle
have started at level 1 and have gone through an evolution or 71-80 Heavy Rain
two with that trainer. Advance the enemy Pokémon just the 81-90 Hail
same as a PC would advance their own Pokémon.
It may be a good idea to give the entire party experience and 91-95 Light Snow
money for defeating a trainer, in addition to experience gained 96-99 Heavy Snow
from each defeated Pokémon.
100 Blizzard, Dangerous
Starting Past Level 1
You may want to start a game with trainers higher than level 1. Abilities
If this is the case, make sure you follow these additional rules: Listed on every Pokémon's stat block are 1 to 3 special
abilities unique to the species. You may choose to give your
If using Option 1 for character advancement, The total players all of the abilities for a species, or for added fun, have
levels of a trainer’s Pokémon cannot exceed the minimum them roll for the ability and roll your own for wild Pokémon
level as shown in the experience chart. encounters. This will create even more variety in the
None of the trainer’s Pokémon can have a SR above what Pokémon your players can find! For two abilities, split a d4
they can control based on their level. into 1-2 and 3-4 for the results. For three abilities, split a d6
One of the trainer’s Pokémon must be of a SR ½ or lower into 1-2, 3-4, and 5-6.
as their starter.
Experience Points
See the Appendix for an example table on rewarding
experience for defeating Pokémon based on SR and level.

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8. Items
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 3d6+6 HP $500
Hyper Potion Restores 4d12+10 HP $800
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 4d12+10 HP $5000
Ether Restores 5 PP to a single move $500
Max Ether Restores 5 PP to all moves $1800
Elixer Restores 3 PP to a single move $900
Max Elixer Restores 3 PP to all moves $3200
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
Energy Powder Restores 3d6+6 HP. 1/4 chance to lower Loyalty by 1 $300
Energy Root Restores 4d12+10 HP. 1/4 chance to lower Loyalty by 1 $700
Heal Powder Restores all negative status effects. 1/4 chance to lower Loyalty by 1 $300
Revival Herb Revives fainted Pokémon with 10d4+10 HP. 1/4 chance to lower Loyalty by 1 $4,200

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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 $500
Ultra Ball +10 to Capture Rolls $1,000
Hyper Ball +20 to Capture Rolls $2,400
Nest Ball +5 to Capture Rolls against Pokemon level 5 or below $400
Level Ball +5 to Capture Rolls if active Pokemon is a higher level than target. $400
Timer Ball +1 to Capture Rolls for each round of combat that has passed before throwing. (Max +10) $600
Luxury Ball +5 to Capture Rolls. Sets Loyalty level to +1 after catch $800
Repeat Ball +10 to Capture Rolls against species already caught by user $800
Net Ball +10 to Capture Rolls against Bug or Water type Pokemon $800
Dive Ball +10 to Capture Rolls while fishing or underwater $800
Dusk Ball +10 to Capture Rolls at night $800
Moon Ball +10 to Capture Rolls against Pokemon that evolve with Moon Stone $800
Heal Ball +5 to Capture Rolls. Restores caught Pokemon's health and cures all status effects $1,000
Quick Ball +15 to Capture Rolls only if used in the first round of combat $1,000
Love Ball +15 to Capture Rolls against target that is the same species as your Active Pokemon $1,300
Heavy Ball +15 to Capture Rolls against Pokemon of size Medium or bigger. $1,300
Master Ball Automatic Success on Capture Roll Not Sold

Evolutionary Items
Some Pokémon require particular items to evolve. The following can be found at most major stores:
Item Effect Cost
Fire Stone Evolves Vulpix, Growlith, and Eevee $4000
Leaf Stone Evolves Gloom, Weepinbell, Exeggcute, and Nuzleaf $4000
Moon Stone Evolves Nidorina, Nidorino, Clefairy, Jigglypuff, and Skitty $4000
Thunder Stone Evolves Pikachu and Eevee $4000
Water Stone Evolves Poliwhirl, Shellder, Eevee, Staryu, and Lombre $4000
Sun Stone Evolves Gloom and Sunkern $4000
Dragon Scale Evolves Seadra $4000
Prism Scale Evolves Feebas $4000
Deap Sea Scale/Tooth Evolves Clamperl $4000
King's Rock Evolves Slowpoke and Poliwhirl $4000
Metal Coat Evolves Onix, Scyther $4000
Up-Grade Evolves Porygon $4000

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Berries and Held Items


Pokemon may be given a single item to hold with varying effects. Some effects are triggered by events as an immediate free action,
others may have static effects that are always in place. The following is a list of items that can be held and their effects.

Berries
Berries are one-time use items that can usually be found in nature and many shops and markets. You can feed them to your
Pokémon like other consumables, or you can have your Pokémon hold them for delayed effects that only occur when activated.
Item Effect Cost
Cheri Berry Cures paralysis. Activated when a Pokémon becomes paralyzed $200
Chesto Berry Wakes from sleep. Activated when a Pokémon falls asleep $200
Pecha Berry Cures poison. Activated when a Pokémon becomes poisoned $200
Rawst Berry Cures burn. Activated when a Pokémon is burned $200
Aspear Berry Cures freeze. Activated when a Pokémon is frozen $200
Leppa Berry Restores 10 PP to a move. Activated when Pokémon runs out of PP for a move. $500
Oran Berry Restores 2d4+2 HP. Activated when Pokémon drops below 50% HP. $200
Lum Berry Cures any negative status effect. Activated when Pokémon is affected with status. $400
Persim Berry Cures confusion. Activated when Pokémon becomes confused. $200
Sitris Berry Restores 30 HP. Activated when Pokémon drops below 50% HP. $800
Pomeg Berry Permanently lowers Pokémon CON score by 2, but raises Loyalty by 1. $1,000
Kelpsy Berry Permanently lowers Pokémon STR score by 2, but raises Loyalty by 1. $1,000
Qualot Berry Permanently lowers Pokémon AC by 2, but raises Loyalty by 1. $1,000
Hondew Berry Permanently lowers Pokémon DEX score by 2, but raises Loyalty by 1. $1,000
Grepa Berry Permanently lowers Pokémon WIS score by 2, but raises Loyalty by 1. $1,000
Tomato Berry Permanently lowers Pokémon speed by 10, but raises Loyalty by 1. $1,000
Occa Berry Pokémon takes half damage from a fire-type attack. Activates when hit by fire-type move. $200
Passho Berry Pokémon takes half damage from a water-type attack. Activates when hit by water-type move. $200
Wacan Berry Pokémon takes half damage from an electric-type attack. Activates when hit by electric-type move. $200
Rindo Berry Pokémon takes half damage from a grass-type attack. Activates when hit by grass-type move. $200
Yache Berry Pokémon takes half damage from an ice-type attack. Activates when hit by ice-type move. $200
Chople Berry Pokémon takes half damage from a fighting-type attack. Activates when hit by fighting-type move. $200
Kebia Berry Pokémon takes half damage from a poison-type attack. Activates when hit by poison-type move. $200
Shuca Berry Pokémon takes half damage from a ground-type attack. Activates when hit by ground-type move. $200
Coba Berry Pokémon takes half damage from a flying-type attack. Activates when hit by flying-type move. $200
Papaya Berry Pokémon takes half damage from a psychic-type attack. Activates when hit by psychic-type move. $200
Tanga Berry Pokémon takes half damage from a bug-type attack. Activates when hit by bug-type move. $200
Charti Berry Pokémon takes half damage from a rock-type attack. Activates when hit by rock-type move. $200
Kasib Berry Pokémon takes half damage from a ghost-type attack. Activates when hit by ghost-type move. $200
Haban Berry Pokémon takes half damage from a dragon-type attack. Activates when hit by dragon-type move. $200
Colbur Berry Pokémon takes half damage from a dark-type attack. Activates when hit by dark-type move. $200
Babiri Berry Pokémon takes half damage from a steel-type attack. Activates when hit by steel-type move. $200
Chilin Berry Pokémon takes half damage from a normal-type attack. Activates when hit by normal-type move. $200
Roseli Berry Pokémon takes half damage from a fairy-type attack. Activates when hit by fairy-type move. $200

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Other Held Items


In addition to evolution items and berries, there are other items that can be given to your Pokémon to hold with various effects.
Item Effect Cost
Black Belt Fighting-type moves do an additional 1d4 damage of that type. $4400
BlackGlasses Dark type moves do an additional 1d4 damage of that type. $4400
Charcoal Fire type-moves do an additional 1d4 damage of that type. $4400
Deep Sea Scale While a Clamperl holds this, their AC is increased by 1 $4000
Deep Sea Tooth While a Clamperl holds this, their STAB increases by 1 $4000
Dragon Fang Dragon-type moves do an additional 1d4 damage of that type. $4400
Focus Band Roll a d20 when suffering from the flinched status. On a 10 or higher, you do not flinch. $1000
Hard Stone Rock-type moves do an additional 1d4 damage of that type. $4400
King's Rock On natural attack rolls of 19 or 20, the target flinches. $4000
Leftovers Restores 1d4 HP to the holder at the end of each of their turns $2800
Light Ball Raises Pikachu's MOVE power modifier by +1 $1400
Lucky Egg XP from battle for this Pokemon is increased by 20% $5000
Lucky Punch When held by Chansey, critical hits occur on rolls of 19 and 20. $1200
Magnet Electric-type moves do an additional 1d4 damage of that type. $4400
Metal Coat Steel-type moves do an additional 1d4 damage of that type. $4000
Metal Powder When held by Ditto, its CON score increases by +3 $1200
Miracle Seed Grass-type moves do an additional 1d4 damage of that type. $4400
Mystic Water Water-type moves do an additional 1d4 damage of that type. $4400
NeverMeltIce Ice-type moves do an additional 1d4 damage of that type. $4400
Pink Bow Normal-type moves do an additional 1d4 damage of that type. $4400
Poison Barb Poison-type moves do an additional 1d4 damage of that type. $4400
Polkadot Bow Fairy-type moves do an additional 1d4 damage of that type. $4400
Quick Claw Increase initiative roll by +3 while this Pokemon is active. $1000
Scope Lens Critical hits occur on natural attack rolls of 19 and 20. $1500
Sharp Beak Flying-type moves do an additional 1d4 damage of that type. $4400
SilverPowder Bug-type moves do an additional 1d4 damage of that type. $4400
Spell Tag Ghost-type moves do an additional 1d4 damage of that type. $4400
TwistedSpoon Psychic-type moves do an additional 1d4 damage of that type. $4400

X – Items
The following items are boosts that may be used to increase your Pokémon’s effectiveness in battle. (Not stackable)
Item Effect Cost
X Attack Adds +2 to attack rolls for 1 minute $350
X Defense Adds +2 to AC for 1 minute $350
X Special Increases your Move DC by +2 for 1 minute $350
X Special 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 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

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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 max PP of one move by 2 $8800

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 Pokémon (that hasn't fainted) within 50 feet using the Pokédex's scanner. Doing so
registers the Pokémon on the Pokédex, and reveals the base SR 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: Squirtle, Wartortle, Psyduck, Poliwag, Poliwhirl, Tentacool, Slowpoke, Seel, Shellder, Krabby, Horsea, Goldeen,
Staryu, Magikarp, Omanyte, Kabuto, Totodile, Croconaw, Chinchou, Lanturn, Marill, Azumarill, Wooper, Quagsire, Qwilfish,
Corsola, Remoraid, Octillery, Mudkip, Marshtomp, Lotad, Lombre, Wingull, Surskit, Carvanha, Wailmer, Barboach, Whiscash,
Corphish, Crawdaunt, Feebas, Spheal, Clamperl, Luvdisc
Super Rod: Blastoise, Golduck, Poliwrath, Tentacruel, Slowbro, Dewgong, Cloyster, Kingler, Seadra, Seaking, Starmie,
Gyarados, Lapras, Vaporeon, Omastar, Kabutops, Feraligatr, Politoed, Slowking, Mantine, Kingdra, Swampert, Ludicolo,
Pelipper, Sharpedo, Wailord, Milotic, Sealeo, Walrein, Huntail, Gorebyss, Relicanth

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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 - Focus Punch $10,800 26 - Earthquake $8,000
02 - Dragon Claw $6,000 27 - Return $5,200
03 - Water Pulse $5,200 28 - Dig $6,000
04 - Calm Mind $5,000 29 - Psychic $7,200
05 - Roar $4,000 30 - Shadow Ball $6,000
06 - Toxic $8,000 31 - Brick Break $5,600
07 - Hail $8,000 32 - Double Team $5,200
08 - Bulk Up $6,000 33 - Reflect $8,000
09 - Bullet Seed $2,800 34 - Shock Wave $5,200
10 - Hidden Power $5,200 35 - Flamethrower $7,200
11 - Sunny Day $4,400 36 - Sludge Bomb $7,200
12 - Taunt $4,400 37 - Sandstorm $8,800
13 - Ice Beam $7,200 38 - Fire Blast $8,400
14 - Blizzard $8,400 39 - Rock Tomb $5,200
15 - Hyper Beam $10,800 40 - Aerial Ace $5,200
16 - Light Screen $4,400 41 - Torment $6,000
17 - Protect $8,000 42 - Facade $5,600
18 - Rain Dance $4,400 43 - Secret Power $5,600
19 - Giga Drain $5,600 44 - Rest $6,000
20 - Safeguard $6,000 45 - Attract $4,000
21 - Frustration $3,600 46 - Thief $5,200
22 - Solar Beam $10,800 47 - Steel Wing $5,600
23 - Iron Tail $8,000 48 - Skill Swap $4,400
24 - Thunderbolt $7,200 49 - Snatch $8,000
25 - Thunder $8,400 50 - Overheat $10,000

HMs
HM Cost HM Cost
01 - Cut $4,400 05 - Flash $6,000
02 - Fly $7,200 06 - Rock Smash $4,000
03 - Surf $7,200 07 - Waterfall $6,000
04 - Strength $6,000 08 - Dive $6,000

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9. Feats
Any feature from the 5e PHB can be selected for trainers. The Combo Master
following features can be selected by your Pokémon instead of Your Pokémon is an expert in combining strikes against a foe.
taking the Ability Score Increase given during the leveling When this feature is selected, add +3 to damage rolls from
process. attacks that hit more than once. (Fury Swipes, Double Slap,
Extra Move: etc.)
Your Pokémon can know five total moves instead of four. Smooth Façade
AC Up: Your Pokémon is hardened, shrugging pain off like it is
Your Pokémon’s AC increases by 1. This bonus is included nothing. When suffering from a negative status ailment other
through a Pokémon’s evolutions. than sleep, your Pokémon gains +3 to their AC.
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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10. Move List


The following is a list of all moves a Pokémon can learn during the game, in alphabetical order. The “Move Power” is the ability
used for modifiers to the move, or to calculate DC for saving throws. If a Move Power states “Ability 1/Ability 2”, that means that
either ability can be used for the move.
Absorb Aeroblast
Type: Grass Type: Flying
Move Power: STR/DEX Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft line
Description: You attempt to absorb some of an enemy’s Description: You shoot out a powerful vortex of air that
health. Make a melee attack on a Pokémon. On a hit, the shreds through opponents. Any Pokémon caught in a 50
Pokémon takes 1d6 + MOVE grass damage. Half the foot line, 5 feet wide, must make a DEX save against your
damage done is restored by the user. Move DC, taking 4d4 + MOVE flying damage on a fail, and
Higher Levels: The damage dice roll for this moves changes half as much on a save.
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Higher Levels: The damage dice roll for this moves changes
Acid to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Type: Poison Agility
Move Power: DEX Type: Psychic
Move Time: 1 action Move Power: None
PP: 15 Move Time: 1 bonus action
Duration: Instantaneous PP: 15
Range: 30ft Cone Duration: 1 minute
Description: You create a stream of hot acid in a 30 foot cone, Range: Self
centered on you. Pokémon caught in the cone must succeed Description: You hone your abilities and feel a surge of speed
on a DEX save, taking 1d6 + MOVE poison damage on a course through your veins. As long as you have the type,
fail, and half as much on a success. increase your walking, flying, or swimming speed by 20 feet
Higher Levels: The damage dice roll for this moves changes for the duration.
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Air Cutter
Acid Armor Type: Flying
Type: Poison Move Power: DEX
Move Power: CON Move Time: 1 action
Move Time: 1 action PP: 15
PP: 10 Duration: Instantaneous
Duration: 1 minute, Concentration Range: 30ft
Range: Self Description: You create a gust of razor-like wind to slash an
Description: You are surrounded by a shield of thick acid for opponent. Make a ranged attack against an opponent, doing
the duration. During this time, your AC increases by 2, and 1d10 + MOVE flying damage on a hit. This move scores a
any Pokémon that hits you with a melee attack must critical hit on 19 and 20.
succeed on a CON save or take 1d6 poison damage. Higher Levels: The damage dice roll for this moves changes
Higher Levels: The damage dice roll for this moves changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
to 2d6 at level 10
Amnesia
Aerial Ace Type: Psychic
Type: Flying Move Power: None
Move Power: DEX Move Time: 1 bonus action
Move Time: 1 action PP: 10
PP: 3 Duration: 1 minute
Duration: Instantaneous Range: Self
Range: Melee Description: Your mind elevates to a new level of focus. Add
Description: You dive at an opponent with such speed that it +2 to any saving throw you make for the duration, but select
is impossible for them to avoid. This move is guaranteed to one of your moves that is not Amnesia. You forget that move
hit for 1d4 + MOVE flying damage, unless during the and cannot use it for the duration.
invulnerable stage of Fly, Dig, Bounce, Dive, etc. moves.
Higher Levels: The damage dice roll for this moves changes
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

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Ancient Power Astonish


Type: Rock Type: Ghost
Move Power: STR/DEX Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 20ft
Description: You lash with unknown inner power. Make a Description: You startle an opponent with a loud shout . Make
melee attack roll against a creature, doing 1d10 + MOVE a ranged attack roll against an opponent doing 1d6 + MOVE
rock damage on a hit. On a natural attack roll of 19 or 20, ghost damage on a hit. On a natural attack roll of 15 or
all of your ability scores go up by 1 while you remain in more, the opponent flinches.
battle. This move can be stacked for a maximum of +5 to all Higher Levels: The damage dice roll for this moves changes
ability scores. to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Higher Levels: The damage dice roll for this moves changes Attract
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Arm Thrust Move Power: CHA
Type: Fighting Move Time: 1 reaction
Move Power: STR/DEX PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Self
Duration: Instantaneous Description: As a reaction, when dealt damage by an attack,
Range: Melee you may force an opponent to make a WIS save against
Description: Your unleash a flurry of fists on an opponent. your Move DC. On a fail, the creature must roll the damage
Make a melee attack roll, doing 1d4 + MOVE fighting again and use the lower result.
damage on a hit. After successfully hitting a target, roll a d4. Aurora Beam
On a result of 3 or 4, you may immediately hit again for an
additional 1d4 fighting damage. Continue this process until Type: Ice
you fail to roll a 3 or 4 on the d4 roll. Move Power: STR/DEX
Higher Levels: The damage dice roll for this moves changes Move Time: 1 action
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. PP: 10
Duration: Instantaneous
Aromatherapy Range: 60ft line
Type: Grass Description: You create a 40 foot line of freezing ice, 5 feet
Move Power: CON wide. Any creature caught in the line must succeed on a
Move Time: 1 action DEX save or take 1d10 + MOVE ice damage and be frozen.
PP: 3 Higher Levels: The damage dice roll for this moves changes
Duration: Instantaneous to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Range: 10 ft radius Barrage
Description: You release a pleasant aroma that empowers
your allies. All allies within a ten foot circle, centered on Type: Normal
you, are cured of all negative status ailments. Move Power: STR/DEX
Move Time: 1 action
Assist PP: 10
Type: Normal Duration: Instantaneous
Move Power: None Range: 30ft
Move Time: 1 action Description: Make a ranged attack on a Pokémon, rolling 1d4
PP: 10 on a hit. You attack with a barrage of ranged strikes equal to
Duration: Varies the number shown. Each projectile deals 1d4 normal
Range: Varies damage.
Description: You call upon the help of another active Higher Levels: Each projectile that hits deals 1d6 at level 5,
Pokemon in your party. When activating this Move, another 2d4 at level 10, and 2d6 at level 17.
player may immediately take an action in place of your turn. Barrier
Type: Psychic
Move Power: None
Move Time: 1 action
PP: 10
Duration: 1 minute, Concentration
Range:
Description: You create a transparent shield of psychic
energy. While active, the barrier grants +2 to AC for you and
any companions within 5 feet of you for the duration.

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Baton Pass Bind


Type: Normal Type: Normal
Move Power: None Move Power: STR
Move Time: 1 bonus action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Melee
Description: As a bonus action, you may switch a Pokémon Description: You attempt to grapple a target into submission.
out with another Pokémon, passing along all negative status Make a melee attack roll. On a hit, the target takes 1d4 +
effects or stat changes to the new Pokémon. This includes MOVE normal damage and is grappled and restrained. At
existing substitutes, critical hit bonuses, AC increases, etc. the beginning of each of its turns, it may attempt to escape
Beat Up
with a STR save against your Move DC. While a Pokémon
is grappled, you may continue this move, as a bonus action,
Type: Dark to do an automatic 1d4 normal damage without having to
Move Power: STR make an attack roll.
Move Time: 1 action Higher Levels: The damage dice rolls for this moves change
PP: 5 to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Duration: Instantaneous
Range: Melee Bite
Description: You use strength in numbers to attack a Type: Dark
creature. Make a melee attack on a creature, and an Move Power: STR/DEX
additional attack for each Pokémon you are currently Move Time: 1 action
carrying, doing 1d6 + MOVE dark damage on each hit. PP: 15
Belly Drum
Duration: Instantaneous
Range: Melee
Type: Normal Description: You sink your teeth into an enemy Pokémon.
Move Power: None Make a melee attack roll, doing 1d10 + MOVE dark damage
Move Time: 1 action on a successful hit.
PP: 5 Higher Levels: The damage dice roll for this moves changes
Duration: Instantaneous to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Range: Self
Description: You sacrifice health for attack. When using this Blast Burn
move, take damage equal to half your maximum, but Type: Fire
increase your Strength score by 10 while you remain in Move Power: STR/DEX
battle. After activating this move, you are not affected by Move Time: 1 action, recharge
potions for the remainder of the encounter. PP: 3
Bide
Duration: Instantaneous
Range: 50ft
Type: Normal Description: Explosive projectiles rain down upon your
Move Power: STR/DEX opponents in a 10 foot radius. Any creature caught in the
Move Time: 1 action blast must succeed on a DEX save against your Move DC or
PP: 5 take 3d8 + MOVE fire damage on a fail and half as much on
Duration: Instantaneous a success. This move saps you of energy, causing you to be
Range: 50ft unable to attack on your next turn.
Description: You embrace the damage done to you, waiting Higher Levels: The damage dice roll for this moves changes
for your time to strike. Use your attack action to activate to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
this move, and keep track of all damage done to you before
your next turn. On your next turn, you lash out at an enemy Blaze Kick
with a normal ranged attack, striking them for double the Type: Fire
amount of damage you took on a successful hit. At 10th Move Power: STR/DEX
Level, you can choose to hold Bide for a second turn for the Move Time: 1 action
chance to add additional damage to the attack. PP: 5
Higher Levels: You may continue to stockpile damage for 2 Duration: Instantaneous
turns at level 10 and above. Range: Melee
Description: Flames burst from your feet as you deliver a
powerful kick. Make a melee attack on an opponent, doing
2d6 + MOVE fire damage on a hit. On a natural attack roll
of 18 or more, the target is burned. This move scores a
critical hit on 19s and 20s.
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Blizzard Bone Rush


Type: Ice Type: Ground
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 120ft Range: Melee
Description: Icy clouds form overhead and pelt the ground Description: You reach out a series of hard hits against a
with hail and snow, centered on a point you choose within Pokémon. Make a melee attack roll, doing 1d4 + MOVE
range. Each Pokémon within a 20 foot radius must make a ground damage on a hit. After successfully hitting a target,
Dexterity saving throw against your Move DC, taking 3d6 + roll a d4. On a result of 3 or 4, you may immediately hit
MOVE ice damage on a failed save, or half as much on a again for an additional 1d4 normal damage. Continue this
successful one. process until you fail to roll a 3 or 4 on the d4 roll.
Higher Levels: The damage dice roll for this moves changes Higher Levels: The damage dice rolls for this moves change
to 3d8 at level 5, 8d4 at level 10, and 9d6 at level 17. to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Block Bonemerang
Type: Normal Type: Ground
Move Power: DEX Move Power: DEX
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: 80ft
Description: If an opponent within range attempts to flee or Description: You throw a boomerang and make two ranged
switch out, you may use your reaction to stop it dead in its attacks against a target. On each successful hit, do 1d4 +
tracks, keeping this from happening. MOVE ground damage.
Body Slam
Higher Levels: The damage dice roll for this moves changes
to 1d6 at level 5, 2d4 at level 10, and 3d4 at level 17.
Type: Normal
Move Power: STR Bounce
Move Time: 1 action Type: Flying
PP: 10 Move Power: DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 3
Description: You thrust yourself towards an opponent in an Duration: Instantaneous
attempt to crush them with your physical size. Make a Range: 30ft
melee attack on a target. On a hit, the target takes 2d6 + Description: When you activate this move, you bounce high
MOVE normal damage, and must succeed on a STR saving into the air, disappearing into the Ethereal plane. You may
throw against your Move DC or be knocked prone. not be targeted by attacks in the Ethereal plane. On your
Higher Levels: The damage dice roll for this moves changes next turn, as an action, you reappear and attempt to slam
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. down on top of an opponent. Make a melee attack roll on an
Bone Club
opponent in range, doing 2d6 + MOVE flying damage on a
hit. On a natural attack roll of 15 or more, the target is
Type: Ground paralyzed.
Move Power: STR/DEX Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
PP: 10
Duration: Instantaneous Brick Break
Range: Melee Type: Fighting
Description: You strike a Pokémon with a club of bone, doing Move Power: STR
1d10 + MOVE ground damage on a successful hit. If the Move Time: 1 action
natural attack roll is 18 or more, the target flinches. PP: 10
Higher Levels: The damage dice roll for this moves changes Duration: Instantaneous
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Range: Melee
Description: You strike out with a powerful and focused
punch. Make a melee attack roll on an opponent, doing
1d12 + MOVE fighting damage on a hit. On a hit, this move
automatically ends an opponent’s Light Screen, and
bypasses Reflect with no effect.
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.

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Bubble Calm Mind


Type: Water Type: Psychic
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 60ft Range: Self
Description: You shoot a series of quickly moving bubbles at Description: You clear your mind of all distractions. For the
a target. Make three ranges attacks, doing 1d4 water duration, double your STAB bonus when dealing damage of
damage on each successful hit. your type.
Higher Levels: The damage dice roll for this moves changes Camouflage
to 1d8 at level 5, 2d6 at level 10, and 3d6 at level 17.
Type: Normal
Bubble Beam Move Power: None
Type: Water Move Time: 1 action
Move Power: STR/DEX PP: 10
Move Time: 1 action Duration: 1 minute, Concentration
PP: 10 Range: Self
Duration: Instantaneous Description: You blend in with your surroundings, taking on a
Range: 80ft line new type for resistances/vulnerabilities/immunities. The
Description: You shoot a concentrated stream of bubbles in type is dependent on the terrain, and up to the DMs
an 80 foot line, 5 feet wide. Any Pokémon caught in the line discretion. (Ex: Forest = Grass, Beach = Water, Desert =
must succeed on a DEX save against your Move DC, taking Ground/Fire, Mountain = Rock, etc.)
1d10 + MOVE water damage on a failed save, and half as Charge
much on a success.
Higher Levels: The damage dice roll for this moves changes Type: Electric
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Move Power: None
Move Time: 1 action
Bulk Up PP: 10
Type: Fighting Duration: 1 round, Concentration
Move Power: None Range: Self
Move Time: 1 acton Description: Electricity surges through your body, charging
PP: 10 up for your next attack. Until your next turn, boost your AC
Duration: 1 minute, Concentration by 2. On your next turn, double your STAB bonus when
Range: Self dealing damage of your type.
Description: You pump yourself up, increasing your Charm
adrenaline. For the next minute, choose to add +1 to your
attack rolls OR +1 to AC. This move can be stacked to a Type: Fairy
maximum of +5 for either choice. Move Power: CHA/WIS
Move Time: 1 action
Bullet Seed PP: 10
Type: Grass Duration: 1 minute
Move Power: DEX Range: 80ft
Move Time: 1 action Description: You attempt to charm an opponent, sharply
PP: 15 decreasing its attack. A target you choose in range must
Duration: Instantaneous make a WIS save against your Move DC. On a fail, the
Range: 30ft target adds -2 to all attacks against you for the duration.
Description: Your fire a series of high-speed seeds at an Higher Levels: The target adds -3 at level 5, -4 at level 10, and
opponent. Make a ranged attack roll, doing 1d4 + MOVE -5 at level 17.
grass damage on a hit. After successfully hitting a target,
roll a d4. On a result of 3 or 4, you may immediately hit
again for an additional 1d4 grass damage. Continue this
process until you fail to roll a 3 or 4 on the d4 roll.
Higher Levels: The damage dice roll for this moves changes
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Clamp Constrict
Type: Water Type: Normal
Move Power: STR Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 20
Duration: 1 minute 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 1d6 + MOVE roll. On a hit, the target takes 1d4 + 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. As long as it is restrained, continue to do
Pokémon is grappled, you may use an action to 1d4 normal damage as a bonus action on each of your turns
automatically hit with the move again without spending any without making an attack roll.
additional PP. As soon as a different move is activated, the Higher Levels: The damage dice rolls for this moves change
opponent is released from your Clamp. to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Higher Levels: The damage dice roll for this moves changes Conversion
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Type: Normal
Comet Punch Move Power: None
Type: Normal Move Time: 1 bonus action
Move Power: STR/DEX PP: 15
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: Self
Duration: Instantaneous Description: Your Pokémon takes on a new type for
Range: Melee resistances/vulnerabilities/immunities, equal to one of the
Description: You strike out with a lightning fast punch. Make types of a move it currently knows.
a melee attack roll. The target takes 1d4 + MOVE on a hit. Conversion 2
After successfully hitting a target, roll a d4. On a result of 3
or 4, you may immediately hit again for an additional 1d4 Type: Normal
normal damage. Continue this process until you fail to roll a Move Power: None
3 or 4 on the d4 roll. Move Time: 1 reaction
Higher Levels: The damage dice rolls for this moves change PP: 5
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Duration: Instantaneous
Range: Self
Confuse Ray Description: After taking damage from an attack, You may
Type: Ghost use your reaction to change your Pokémon type to one of
Move Power: DEX/INT your choice that is resistant or immune to the type of move
Move Time: 1 action used against you.
PP: 5 Cosmic Power
Duration: Instantaneous
Range: 60ft Type: Normal
Description: You release a ray of psychic energy meant to Move Power: WIS
confuse an opponent. Choose a target in range. The target Move Time: 1 action
must make an INT saving throw against your Move DC or PP: 10
take 1d4 + MOVE psychic damage and become confused. Duration: 1 minute, Concentration
Higher Levels: The damage dice roll for this moves changes Range: Self
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Description: You call upon a mystic force to come to your aid.
For the duration, you have advantage on all saving throws.
Confusion
Type: Psychic Cotton Spore
Move Power: INT/WIS Type: Grass
Move Time: 1 action Move Power: DEX/CON
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 80ft Duration: 1 minute
Description: You attempt to enter the mind of an enemy and Range: 30ft
cause confusion. Make a ranged attack on a Pokémon in Description: You unleash spores of thick cotton that covers
range. On a hit, the target takes 1d8 + MOVE psychic the opponent. Force a target in range to make a CON save
damage. If the natural attack roll is 15 or more, the target against your Move DC. On a fail, the target’s speed is
becomes confused. reduced by 10 for the duration. If this reduction in speed
Higher Levels: The damage dice roll for this moves changes causes their speed to be 0, they are restrained for the
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. duration.

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Counter Crush Claw


Type: Fighting Type: Normal
Move Power: DEX/STR Move Power: STR
Move Time: 1 reaction Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: If you are hit by a normal or fighting type attack, Description: You strike out with powerful claws. Make a
you can use your reaction to retaliate against your foe, melee attack roll against an opponent, doing 1d12 + MOVE
doing 1d4 + MOVE fighting damage on a successful hit. normal damage on a hit. If the natural attack roll is 15 or
Higher Levels: The damage dice roll for this moves changes more, your next attack on the same target gets an additional
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. +1 to hit.
Covet
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Type: Normal
Move Power: DEX Curse
Move Time: 1 action Type: Ghost
PP: 15 Move Power: WIS/CHA
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You strike out with quick and sticky hands. Make Duration: 1 minute, Concentration
a melee attack roll against an opponent, doing 1d10 + Range: 10
MOVE normal damage on a hit. On a successful attack, you Description: This Move has a different effect based on your
steal the opponents held item if you are not currently Pokémon type. If you are ghost-type: You attempt to put a
holding one. curse on an opponent. Force a target in range to make a
Higher Levels: The damage dice roll for this moves changes WIS saving throw against your Move DC. On a fail, the
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. target is cursed. You take 1d6 damage initially and your
Cross Chop
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
Type: Fighting curse on yourself. For the duration, your STR and CON
Move Power: STR/DEX scores increase by two, but your DEX score decreases by 4.
Move Time: 1 action Higher Levels: The damage dice roll for this moves changes
PP: 3 to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Duration: Instantaneous
Range: Melee Cut
Description: You crush an opponent with a strong sideways Type: Normal
strike. Make a melee attack against a target, doing 4d4 + Move Power: STR/DEX
MOVE fighting damage on a hit. Cross Chop results in a Move Time: 1 action
critical hit on 19s and 20s. PP: 15
Higher Levels: The damage dice roll for this moves changes Duration: Instantaneous
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Range: Melee
Crunch
Description: You lash out at an enemy with vine or claw or
blade. Make a melee roll on an enemy, doing 1d8 + MOVE
Type: Dark on a successful hit.
Move Power: STR/DEX Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
PP: 10
Duration: Instantaneous Defense Curl
Range: Melee Type: Normal
Description: You unleash a powerful blow that has a chance Move Power: None
to temporarily lower a target’s defense. Make a melee attack Move Time: 1 action
against a target, doing 2d6 + MOVE dark damage on a hit. PP: 20
On a natural attack roll of 18 or higher, the target’s AC is Duration: Instantaneous
decreased by 1 for the remainder of combat. Range: Self
Higher Levels: The damage dice roll for this moves changes Description: You curl up into a tight ball, increasing your
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. defensive stance. Until your next turn, you gain + 4 to your
AC and have resistance to normal attacks.

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Destiny Bond Discharge


Type: Ghost Type: Electric
Move Power: WIS/CHA Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 100ft Range: 10ft
Description: You create a dark, internal bond with an Description: You let loose a flare of electricity in a 10 foot
opponent. Select a target in range, who must make a WIS circle, centered on you, striking all creatures around you.
save against your Move DC. On a fail, if you faint during the Creatures in the area must make a DEX saving throw
combat, the opponent must take damage equal to twice the against your Move DC. On a fail, a creature takes 2d6 +
damage of the same type that caused you to faint. MOVE electric damage. If a creature fails the save by more
Detect
than 5, it is paralyzed.
Higher Levels: The damage dice roll for this moves changes
Type: Fighting to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Move Power: None
Move Time: 1 reaction Dive
PP: 3 Type: Water
Duration: Instantaneous Move Power: DEX
Range: Self Move Time: 1 action
Description: You sense incoming danger and are able to PP: 3
quickly avoid it. When targeted by an attack, you may Duration: Instantaneous
automatically avoid taking damage on the first instance of Range: 30ft
this reaction. On future reactions in the same combat, you Description: When you activate this move, you dive down and
must roll higher than a 15 on a d20 roll for the reaction to disappear into the Ethereal plane. You may not be targeted
be successful. by attacks in the Ethereal plane. On your next turn, as an
Dig
action, you reappear and attempt to strike an opponent
from below. Make a melee attack roll on an opponent in
Type: Ground range, doing 2d6 + MOVE water damage on a hit.
Move Power: STR/DEX Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
PP: 5
Duration: Instantaneous Dizzy Punch
Range: 30ft Type: Normal
Description: Your Pokémon burrows underground, Move Power: STR/DEX
disappearing from view before striking from underneath a Move Time: 1 action
foe. When you activate this move, you burrow underground PP: 5
and remain there until your next turn. During this time, you Duration: Instantaneous
cannot be the target of any attack. On your next turn, make Range: Melee
a melee attack on a pokemon in range, doing 2d6 + MOVE Description: You strike out with a devastating punch. Make a
ground damage on a successful hit. Flying creatures are melee attack roll on a target, doing 1d12 + MOVE normal
unaffected by this attack. damage on a hit. On a natural attack roll of 18 or more, the
Higher Levels: The damage dice roll for this moves changes target becomes confused. At level 17, a natural attack roll of
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. 17 or more confuses the target.
Disable
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Type: Normal
Move Power: CHA/WIS Doom Desire
Move Time: 1 action Type: Steel
PP: 10 Move Power: STR
Duration: 1 minute, Concentration Move Time: 1 action
Range: 60ft PP: 3
Description: You attempt to disable a Pokémon, hindering its Duration: 2 turns, Concentration
abilities. Choose a target in range. The target must succeed Range: 30ft
on a WIS saving throw against your Move DC. On a fail, roll Description: You promise doom opon an opponent. When you
a d4. Each of the opponent’s moves is numbered 1 – 4 in activate this move, select a target and make an attack roll.
alphabetical order. The move corresponding to the number On a hit, at the beginning of the third round after you
rolled is unable to be activated for one minute. If the activate this move, the target takes 2d12 + MOVE damage
number rolled is higher than the number of moves known of no specific type. If the target is switched out, the damage
by the target Pokémon, reroll the d4 until you get a lower is done to the trainer's current active Pokemon.
result. Higher Levels: The damage dice roll for this moves changes
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17.

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Double Kick Dragon Breath


Type: Fighting Type: Dragon
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 40ft cone
Description: You strike twice with two devastating kicks. Description: You release a powerful breath of energy in a 40
Make two melee attack rolls, doing 1d6 + MOVE fighting foot cone. All targets caught in the blast must make a DEX
damage on each successful hit. save against your Move DC, taking 1d10 + MOVE dragon
Higher Levels: The damage dice rolls for this move changes damage on a fail, and half as much on a save. If an opponent
to 1d8 at level 5, 1d10 at level 10, and 1d12 at level 17. fails the save by 5 or more, it is paralyzed.
Double Slap
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Normal
Move Power: STR/DEX/CHA Dragon Claw
Move Time: 1 action Type: Dragon
PP: 5 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 10
Description: You reach out to slap a Pokémon with quick Duration: Instantaneous
strikes. Make a melee attack roll, doing 1d4 + MOVE on a Range: Melee
hit. After successfully hitting a target, roll a d4. On a result Description: You strike out with a powerful claw attack. Make
of 3 or 4, you may immediately hit again for an additional a melee attack on an opponent, doing 2d6 + MOVE dragon
1d4 normal damage. Continue this process until you fail to damage on a hit.
roll a 3 or 4 on the d4 roll. Higher Levels: The damage dice roll for this moves changes
Higher Levels: The damage dice rolls for this moves change to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Dragon Dance
Double Team Type: Dragon
Type: Normal Move Power: None
Move Power: None Move Time: 1 action
Move Time: 1 bonus action PP: 10
PP: 10 Duration: 1 minute, Concentration
Duration: 1 minute, Concentration Range: Self
Range: Self Description: You perform a mystical dance, pumping yourself
Description: You create a duplicate image of yourself, 5 feet up. For the duration, double your proficiency bonus when
beside you. The image copies every move you make. When making an attack.
an enemy hits you with an attack, roll a d4. On a 3 or 4, the Dragon Rage
image takes all the damage for you and disappears.
Type: Dragon
Double-Edge Move Power: STR
Type: Normal Move Time: 1 action
Move Power: STR/DEX PP: 3
Move Time: 1 action Duration: Instantaneous
PP: 5 Range: 100ft line
Duration: Instantaneous Description: You unleash a devastating flow of energy in a
Range: Melee 100 foot long line, 5 feet wide. Each creature caught in the
Description: You commit a massive attack against an blast must make a DEX save against your Move DC, taking
opponent. Make a melee attack against a target, doing 2d10 2d10 + MOVE dragon damage on a fail, and half as much on
+ MOVE normal damage on a hit, but taking 2d6 normal a save.
recoil damage. Higher Levels: The damage dice roll for this moves changes
Higher Levels: The damage dice roll for this moves changes to 3d6 at level 5, 4d10 at level 10, and 9d6 at level 17.
to 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.

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Dream Eater Egg Bomb


Type: Psychic Type: Normal
Move Power: WIS Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 60ft
Description: You tap into a sleeping Pokémon’s dreams, Description: You hurl a hard egg at a creature that explodes
sucking from its energy pool. Instantly inflict 4d4 + MOVE on impact. Make a ranged attack on a creature, doing 4d4 +
psychic damage on a sleeping target in range, regaining half MOVE normal damage on a successful hit.
as many hitpoints to yourself. Higher Levels: The damage dice roll for this moves changes
Higher Levels: The damage dice roll for this moves changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Ember
Drill Peck Type: Fire
Type: Flying Move Power: STR/DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 15
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: 60ft
Range: Melee Description: You hurl a ball of flame at an enemy within
Description: You hammer down on an enemy with a peck range. Make a ranged attack, doing 1d6 + Move fire damage
attack. Make a melee attack roll on a target, doing 2d6 + on a successful hit. If the natural attack roll is 19 or 20, the
MOVE on a successful hit. Drill Peck scores a critical hit on target is burnt.
19s and 20s. Higher Levels: The damage dice roll for this moves changes
Higher Levels: The damage dice roll for this moves changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Encore
Dynamic Punch Type: Normal
Type: Fighting Move Power: WIS/CHA
Move Power: STR/DEX Move Time: 1 reaction
Move Time: 1 action PP: 3
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 100ft
Range: Melee Description: After being targeted by a move, force an
Description: You strike out with a twirling punch that opponent to make a WIS save against your Move DC as a
confuses your foes. Make a melee attack roll against an reaction. On a fail, the target can only use the move that
opponent, doing 4d4 + MOVE fighting damage on a hit. On targeted you for its next turn. At level 10, the number of
a hit, it also becomes confused. turns an opponent must use the move changes to 2. At level
Higher Levels: The damage dice roll for this moves changes 17, it changes to 3.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Higher Levels: The number of turns the opponent must use
Earthquake
the move increases to 2 turns at level 10 and 3 turns at level
17.
Type: Ground
Move Power: STR Endeavor
Move Time: 1 action Type: Normal
PP: 5 Move Power: WIS/CON
Duration: Instantaneous Move Time: 1 action
Range: 10ft PP: 3
Description: You create a tremor in the ground in a 10 foot Duration: Instantaneous
radius, centered on you. Each creature in the area must Range: 30ft
succeed on a DEX save against your Move DC, taking 4d4 + Description: When you activate this move, select an opponent
MOVE ground damage on a fail and be knocked prone. On a in range. The opponent must make a WIS saving throw
success, they take half as much damage and are not against your Move DC. On a failure, the target’s current HP
knocked prone. The area becomes difficult terrain. Flying reduced to be equal to your own. This move can not be used
Pokémon are immune to this attack. in the first round of combat.
Higher Levels: The damage dice roll for this moves changes
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

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Endure Extreme Speed


Type: Normal Type: Normal
Move Power: None Move Power: DEX
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: Melee
Description: When targeted by an attack that would Description: You rush to attack with incredible speed. At the
otherwise cause you to faint, you may instead fall to 1HP on start of each round of combat, you can declare to go first
the first instance of this reaction. On future reactions in the and use this move, moving your turn order to the top for
same combat, you must roll higher than a 15 on a d20 roll this round only. No other move may be used. Make a melee
for the reaction to be successful. attack roll, doing 2d6 + MOVE normal damage on a hit.
Eruption
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Fire
Move Power: STR/DEX Facade
Move Time: 1 action Type: Normal
PP: 3 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 15 foot cone PP: 10
Description: You spew hot magma in a 15 foot cone. Any Duration: Instantaneous
creature caught in the blast must make a DEX saving throw Range: Melee
against your Move DC, taking 3d8 + MOVE fire damage on Description: You strike out at an opponent with revenge.
a failure, or half as much on a success. If you are at full Make a melee attack roll against a target, dealing 1d12 +
health when activating this move, double your STAB bonus MOVE normal damage on a hit. If you are poisoned,
when dealing damage. paralyzed, or burned, double the dice for the damage.
Higher Levels: The damage dice roll for this moves changes Higher Levels: The damage dice roll for this moves changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Explosion Fake Out
Type: Normal Type: Normal
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: Melee
Description: You create a sphere of energy that packs a Description: This move is only usable in the first round of
concentrated and devastating explosion. Choose a target combat. Make a melee attack on an opponent, doing 1d6 +
within range and roll a d20. On a 20, the explosion goes off MOVE normal damage on a hit, causing the target to flinch.
and all Pokémon within 5 feet of that point faint On any Higher Levels: The damage dice roll for this moves changes
other roll, the explosion fails to go off and this move has no to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
effect. If the target's level is 10 more than your own, this Fake Tears
move automatically fails.
Type: Dark
Extrasensory Move Power: WIS/CHA
Type: Psychic Move Time: 1 action
Move Power: WIS PP: 5
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 50ft
Duration: Instantaneous Description: You fake an opponent out with superficial tears,
Range: 30ft lowering their defenses. When activating this move, a target
Description: You release a loud and startling, high-pitched must make a WIS saving throw against your Move DC. On a
sound that only an opponent can hear. Make a ranged attack failure, all attack rolls against the target are given a +5
roll against an opponent in range, doing 2d6 + MOVE bonus until the end of your next turn.
psychic damage on a hit. If the natural attack roll is 19 or
20, the target flinches.
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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False Swipe Fire Punch


Type: Normal Type: Fire
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You swipe at an opponent but hold back power Description: You strike out with fire-infused fists. Make a
slightly. Make a melee attack against an opponent, doing melee attack roll, doing 2d6 + MOVE normal damage and
1d6 + MOVE on a hit. If this attack would normally cause an additional 1d4 fire damage.
an opponent to faint, it is reduced to 1HP instead. Higher Levels: The damage dice roll for fire damae increases
Higher Levels: The damage dice roll for this moves changes to 2d4 at level 5, 2d6 at level 10, and 4d6 at level 17.
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Fire Spin
Feather Dance Type: Fire
Type: Dark Move Power: DEX
Move Power: DEX/CHA Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: Instantaneous
Duration: 1 minute, Concentration Range: 40ft
Range: 50ft Description: You release a series of moving flames that dance
Description: You distract an opponent in range with a around a target. Make a ranged attack roll, doing 1d6 +
beautiful dance. The target must make a WIS saving throw MOVE on a hit. After successfully hitting a target, roll a d4.
against your Move DC. On a fail, the target cannot add On a result of 3 or 4, the target is burnt and you may
proficiency to its attack rolls for the duration. immediately hit again for an additional 1d6 normal damage.
Feint Attack
Continue this process until you fail to roll a 3 or 4 on the d4
roll.
Type: Dark Higher Levels: The damage dice rolls for this move changes
Move Power: STR/DEX/CHA to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Time: 1 action
PP: 10 Fissure
Duration: Instantaneous Type: Ground
Range: Melee Move Power: STR
Description: You bring an opponent close and hit it with a Move Time: 1 action
sucker punch. Make a melee attack on an opponent, always PP: 3
with advantage, doing 1d10 + MOVE dark damage on a hit. Duration: Instantaneous
Higher Levels: The damage dice roll for this moves changes Range: 100ft
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Description: You crack open the ground with devastating
Fire Blast
force. Choose a target in range and roll a d20. On a 20, the
target falls into the crack and vanished into the abyss. On
Type: Fire any other roll, or if targeting a flying creature, this move has
Move Power: STR/DEX no effect. The area in a 20 foot radius around the target
Move Time: 1 action becomes difficult terrain. If the target's level is 10 more
PP: 3 than your own, this move automatically fails.
Duration: Instantaneous
Range: 40ft Flail
Description: Raging hot flames explode out from you and Type: Normal
leap towards two Pokémon in range. Pokémon targeted Move Power: STR/DEX
must succeed on a DEX save against your Move DC, taking Move Time: 1 action
3d6 + MOVE fire damage and becoming burnt on a fail, and PP: 10
half as much on a success without being burned. Duration: Instantaneous
Higher Levels: The damage dice roll for this moves changes Range: Melee
to 3d8 at level 5, 8d4 at level 10, and 9d6 at level 17. Description: You flail about with a wild strike that increases
in power the more injured you are. Make a melee attack roll
against an opponent, doing 1d6 + MOVE normal damage on
a hit. If you are below 50% of your maximum health, double
the damage. If you are at 10% or below of your maximum
health, triple the damage. The multiplier for this attack
occurs before the multiplier for resistances or
vulnerabilities.
Higher Levels: The damage dice roll for this moves changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Flame Wheel Fly


Type: Fire Type: Flying
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 10ft Range: 50ft
Description: A wheel of flame explodes out from you in a 10 Description: You fly high into the air to prepare for a dive
foot radius. All Pokémon in the area must succeed on a bomb attack. When you activate this move, you flap your
DEX save against your Move DC, taking 1d10 + MOVE fire wings and disappear into the Ethereal plane above you. You
damage on a fail and half as much on a save. If the user is cannot be targeted by attacks while you are in the Ethereal
frozen, this move can still be used, thawing out the plane. On your next turn, you use your action to reappear
Pokémon during the attack and make a diving melee attack on a Pokémon in range,
Higher Levels: The damage dice roll for this moves changes doing doing 2d8 + MOVE flying damage on a successful hit.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this moves changes
Flamethrower
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
Type: Fire Focus Energy
Move Power: STR/DEX Type: Normal
Move Time: 1 action Move Power: None
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 15
Range: 40ft cone Duration: 1 minute
Description: You shoot a concentrated gout of flame in an 40 Range: Self
foot cone. Any Pokémon caught in the cone must succeed Description: You sacrifice your action to focus in on the
on a DEX save against your Move DC, taking 2d8 + MOVE energy inside you. For the duration, you roll a critical hit on
fire damage and being burnt on a failed save, or half 19s and 20s.
damage on a success. Focus Punch
Higher Levels: The damage dice roll for this moves changes
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. Type: Fighting
Move Power: STR/DEX
Flash Move Time: 1 action
Type: Normal PP: 10
Move Power: CON Duration: 1 round, Concentation
Move Time: 1 action Range: Melee
PP: 10 Description: When activating this move, you spend your
Duration: Instantaneous action focusing your next attack. If you keep concentration,
Range: 20ft as an action on your next turn, make an attack roll against
Description: You emit an immense flash of light in a 20 foot an opponent, doing 3d8 + MOVE fighting damage on a hit.
radius circle, centered on you. Pokémon in the area must Higher Levels: The damage dice roll for this moves changes
make a CON save against your Move DC. On a fail, they are to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
blinded. Outside of combat, this move can be used to light a Follow Me
dim area, much like the "Light" cantrip.
Type: Normal
Flatter Move Power: None
Type: Dark Move Time: 1 action
Move Power: CHA PP: 10
Move Time: 1 action Duration: 1 round
PP: 10 Range: 50ft
Duration: Instantaneous Description: You entice all enemies to attack you. All ranged
Range: 30ft and melee attacks by any opponent in range must target you
Description: You send mixed signals to an opponent. Select a until the beginning of your next turn.
target in range. They become confused, but during this
confusion, they double their proficiency bonus when
making attack rolls.

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Foresight Fury Cutter


Type: Normal Type: Bug
Move Power: WIS Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 20 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: Melee
Description: Force a target in range to make a WIS saving Description: You unleash series of cuts against a Pokémon
throw against your Move DC. On a fail, add +2 to all attack that increase in strength. Make a melee attack roll, doing
rolls you make against the opponent for the duration. 1d6 + MOVE bug damage on a hit. After successfully hitting
Regardless of the saving throw, for the remainder of a target, roll a d4. On a result of 3 or 4, you may immediately
combat, any of your fighting or normal moves can hit a hit again for 1d6 bug damage. Continue this process until
ghost type Pokémon. If you are a ghost type, your ghost you fail to roll a 3 or 4 on the d4 roll.
moves can now hit normal type Pokémon. Higher Levels: The damage dice rolls for this moves change
Frenzy Plant
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Type: Grass Fury Swipes
Move Power: DEX Type: Normal
Move Time: 1 action, recharge Move Power: STR/DEX
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 15 foot circle Duration: Instantaneous
Description: You summon a whirlwind of jagged branches Range: Melee
and razor sharp leaves that batter all opponents in a 15 foot Description: You reach out and unleash relentless claw
circle, centered on you. Aby opponent caught in the flurry attacks against a Pokémon. Make a melee attack roll, doing
must make a DEX saving throw against yoir Move DC, 1d4 + MOVE on a hit. After successfully hitting a target, roll
taking 3d8 + MOVE grass damage on a failure, and half as a d4. On a result of 3 or 4, you may immediately hit again for
much on a success. This move saps you of energy, causing an additional 1d4 normal damage. Continue this process
you to be unable to attack on your next turn. until you fail to roll a 3 or 4 on the d4 roll.
Higher Levels: The damage dice roll for this moves changes Higher Levels: The damage dice roll for this moves changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Frustration Future Sight
Type: Normal Type: Psychic
Move Power: STR Move Power: DEX/WIS
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous, 3 rds
Range: Melee Range: 30ft
Description: You lash out at an opponent, venting your Description: You save an attack to unleash at a later time.
frustration at your trainer. Make a melee attack roll against Make a melee attack roll on an opponent. On a hit, you may
an opponent, doing 1d6 + MOVE on a hit. When you make attack on this turn, or save it for a future turn of your choice,
this attack, add an additional bonus to hit and damage equal even if the opponent is switched out for a different
to the number of levels you are below zero on the Loyalty Pokémon. You may use the attack as a free action at any
Chart. time as long as the Pokémon is in range, even if it is not
Higher Levels: The damage dice roll for this moves changes your turn. The damage is equal to 2d10 + MOVE psychic
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. damage.
Fury Attack
Higher Levels: The damage dice roll for this moves changes
to 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
Type: Normal
Move Power: STR/DEX Giga Drain
Move Time: 1 action Type: Grass
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You reach out and unleash relentless strikes Duration: Instantaneous
against a Pokémon. Make a melee attack roll, doing 1d4 + Range: 50ft
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 2d6 +
additional 1d4 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 rolls for this moves change Higher Levels: The damage dice roll for this moves changes
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.

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Glare Guillotine
Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 100ft Range: Melee
Description: You stare into the depths of a Pokémon’s eyes Description: You are filled with an incredible rage, grabbing
with intense ferocity. The Pokémon must make a WIS the head of an enemy Pokémon in an attempt to squeeze
saving throw against your Move DC or become paralyzed. A the life from it. Roll a d20. On a 20, you instantly cause the
creature that succeeds on this saving throw is unaffected by Pokémon to faint. On any other roll, this move has no effect.
future attempts during this combat. If the target's level is 10 more than your own, this move
Grass Whistle
automatically fails.
Type: Grass Gust
Move Power: CON/CHA Type: Flying
Move Time: 1 action Move Power: DEX
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 20
Range: 30ft Duration: Instantaneous
Description: You attempt to put the target to sleep. The target Range: 120ft
must make a WIS save against your Move DC, falling asleep Description: You create a strong wind that batters enemy
on a failure. Pokémon. Make a ranged attack on a single Pokémon,
Growl
doing 1d6 + MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this moves changes
Type: Normal to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Power: CHA/STR
Move Time: 1 action Hail
PP: 20 Type: Ice
Duration: 1 minute Move Power: DEX
Range: 100ft Move Time: 1 action
Description: You target a Pokémon with an intimidating PP: 3
growl. The Pokémon must make a WIS save against your Duration: 1 minute, Concentration
Move DC. On a fail, it adds -1 to any attack it makes for the Range: 50ft
duration. This modifier can be stacked if it fails multiple Description: You summon a hail storm that covers the
growl saves, up to a maximum of -5. battlefield in a 50 foot circle, centered on you. As long as
Growth
you hold your concentration, all non-ice type creatures in
the area must take 1d6 + MOVE ice damage at the start of
Type: Normal each of their turns.
Move Power: None Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
PP: 20
Duration: 1 minute Harden
Range: 30ft Type: Normal
Description: You increase the size of an ally Pokémon. When Move Power: None
you use this move, a Pokémon in range (or you) grows Move Time: 1 action
slightly larger, gaining the ability to add a d4 to any attack PP: 15
roll or saving throw for the duration. Duration: Instantaneous
Higher Levels: The dice to add increases to 1d6 at level 10. Range: Self
Grudge
Description: You increase your defense, adding + 1 to your
AC. This effect can be stacked with multiple Harden moves,
Type: Ghost to a maximum of + 5 AC. Your AC returns to normal after
Move Power: WIS/CHA combat.
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: None
Description: This move may only be used as a reaction after
taking damage that would cause you to faint. When you take
damage from a move that reduces you to zero hit points,
force the attacker to make a WIS saving throw against your
Move DC. On a failure, all PP from the move that caused
you to faint is depleted .

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Haze Helping Hand


Type: Ice Type: Normal
Move Power: None Move Power: None
Move Time: 1 action Move Time: 1 bonus action
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 60ft
Description: You create a haze of light snow that washes over Description: You can use a bonus action on your turn to
the Pokémon in range. Any stat bonuses or modifiers, status choose one ally other than yourself within 60 feet of you
effects, shields or other outside forces effecting the stats or who can hear you. That ally can add a d6 to one ability
abilities of a Pokémon are removed. This includes things check, attack roll, or saving throw it makes within the next
like Leech Seed, Reflect, and Light Screen. 10 minutes, before the result of the roll is called by the DM.
Headbutt
An ally being helped can only have one d6 available at a
time.
Type: Normal Higher Levels: The damage dice roll for this moves changes
Move Power: STR to d8 at level 5, d10 at level 10, and d12 at level 17.
Move Time: 1 action
PP: 10 Hidden Power
Duration: Instantaneous Type: Normal
Range: Melee Move Power: Any
Description: You really know how to use your head. Make a Move Time: 1 action
melee attack roll, doing 1d12 + MOVE normal damage on a PP: 10
hit. If the natural attack roll is 18 or more, the target falls Duration: Instantaneous
prone. Range: 30ft
Higher Levels: The damage dice roll for this moves changes Description: You unleash a wave of force of unknown power
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17. at a Pokémon in range. Make a ranged attack on an
Heal Bell
opponent, doing 1d10 + MOVE damage of a random type.
Roll a d12 to determine which type of damage is dealt.
Type: Normal
Move Power: None d12 Type
Move Time: 1 action 1 Bug
PP: 3 2 Fighting
Duration: Instantaneous
Range: 60ft 3 Fire
Description: You ring a bell that chimes beautifully across the 4 Flying
battle field. All active allied Pokémon in range are healed of
their negative status effects. 5 Grass
6 Ground
Heat Wave
Type: Fire 7 Electric
Move Power: DEX/CON 8 Ice
Move Time: 1 action 9 Psychic
PP: 5
Duration: Instantaneous 10 Rock
Range: 15 foot cone 11 Steel
Description: You exhale a wave of hot breath at an opponent.
Make a ranged attack on a target in range, dealing 2d8 + 12 Water
MOVE fire damage on a hit. If the natural attack roll is 19
or 20, the target is burned. Higher Levels: The damage dice roll for this moves
Higher Levels: The damage dice roll for this moves changes changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
High Jump Kick
Type: Fighting
Move Power: STR/DEX
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You leap into the air to deliver a strong kick to
the enemy. Make a melee attack against a Pokémon, doing
2d8 + MOVE fighting damage on a hit. On a miss, you take
1 damage.
Higher Levels: The damage dice roll for this moves changes
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.

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Horn Attack Hydro Pump


Type: Normal Type: Water
Move Power: STR Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 80ft line
Description: You strike at an enemy with your horn. Make a Description: You send a surge of powerful water towards
melee attack, doing 1d10 + MOVE on a hit. If you moved 20 enemy Pokémon in an 80 foot line, 5 feet wide. Pokémon
feet or more towards an enemy on this turn, force the caught in the blast must succeed on a DEX save against
enemy to make a STR save against your Move DC or be your Move DC, taking 3d6 + MOVE water damage on a
knocked prone. failed save, and half as much on a success. Pokémon that
Higher Levels: The damage dice roll for this moves changes fail the save also are pushed back 10 feet and fall prone.
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Higher Levels: The damage dice roll for this moves changes
Horn Drill
to 3d8 at level 5, 8d4 at level 10, and 9d6 at level 17.
Type: Normal Hyper Beam
Move Power: STR Type: Normal
Move Time: 1 action Move Power: STR/DEX
PP: 3 Move Time: 1 action, recharge 1
Duration: Instantaneous PP: 3
Range: Melee Duration: Instantaneous
Description: You attempt to drill your horn through an enemy Range: 120ft
Pokémon with tremendous strength. Roll a d20. On a 20, Description: You unleash a concentrated beam of pure
the Pokémon is impaled and immediately faints. On any energy at a Pokémon in range, doing 3d8 + MOVE normal
other roll, you miss and this move fails. If the target's level is damage on a hit. The beam is unavailable the next turn and
10 more than your own, this move automatically fails. must be recharged before you can use it again.
Howl
Higher Levels: The damage dice roll for this moves changes
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Type: Normal
Move Power: None Hyper Fang
Move Time: 1 action Type: Normal
PP: 20 Move Power: STR/DEX
Duration: 1 minute Move Time: 1 action
Range: Self PP: 10
Description: You increase your adrenaline with a menacing Duration: Instantaneous
howl. For the duration, add +1 to any attack roll you make. Range: Melee
This move can be stacked for a maximum of +5. Description: You lash out at a Pokémon with a quick fang
Hydro Cannon
attack. Make a melee attack roll, doing 2d6 + MOVE normal
damage on a hit. Hyper Fang scores a critical hit on 19 and
Type: Water 20. If the natural attack roll is 18 or more, the target
Move Power: STR/DEX flinches.
Move Time: 1 action Higher Levels: The damage dice roll for this moves changes
PP: 3 to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous
Range: 30 foot line Hyper Voice
Description: You fire a powerful stream of high-speed water Type: Normal
at opponents in a 30 foot line. Any opponent caught in the Move Power: DEX/CHA
blast must make a DEX saving throw against yoir Move DC, Move Time: 1 action
taking 3d8 + MOVE water damage on a failure, and half as PP: 5
much on a success. This move saps you of energy, causing Duration: Instantaneous
you to be unable to attack on your next turn. Range: 30ft
Higher Levels: The damage dice roll for this moves changes Description: You release a loud and startling, high-pitched
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. sound that only an opponent can hear. Make a ranged attack
roll against an opponent in range, doing 2d8 + MOVE
normal damage on a hit.
Higher Levels: The damage dice roll for this moves changes
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.

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Hypnosis Icicle Spear


Type: Psychic Type: Ice
Move Power: WIS/INT Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 20ft
Description: You attempt to put the target to sleep. The target Description: Your pummel an opponent in range with mutiple
must make a WIS save against your Move DC, falling asleep sharp shards of ice. Make a ranged attack roll, doing 1d4 +
on a failure. MOVE ice damage on a hit. After successfully hitting a
Ice Ball
target, roll a d4. On a result of 3 or 4, you may immediately
hit again for an additional 1d4 ice damage. Continue this
Type: Ice process until you fail to roll a 3 or 4 on the d4 roll.
Move Power: STR/DEX Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
PP: 5
Duration: Instantaneous Icy Wind
Range: 30ft Type: Ice
Description: You summon a rock-hard ball of ice that Move Power: DEX
continues to pummel an opponent. When you activate this Move Time: 1 action
move, make a ranged attack on a target in range, doing 1d6 PP: 10
+ MOVE ice damage on a hit. If you continue to use this Duration: Instantaneous
move on consecutive turns, double the dice roll for damage Range: 80ft
each time you hit. The multiplier maxes out at 8x the Description: You create an icy wind that gusts towards a
original damage. The damage resets after a miss. Pokémon in range. Make a ranged attack against an
Higher Levels: The damage dice roll for this moves changes opponent, doing 1d8 + MOVE on a hit. On a natural attack
to 1d6 at level 5, 2d4 at level 10, and 2d6 at level 17. roll of 18 or more, the target falls prone.
Ice Beam
Higher Levels: The damage dice roll for this moves changes
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Type: Ice
Move Power: STR/DEX Imprison
Move Time: 1 action Type: Psychic
PP: 5 Move Power: WIS/INT
Duration: Instantaneous Move Time: 1 action
Range: 120ft PP: 5
Description: You send a concentrated beam of freezing ice at Duration: 1 minute, Concentration
a singe Pokémon in range. Make a ranged attack roll, doing Range: 30ft
2d8 + MOVE ice damage on a hit, and forcing the target to Description: You create psychic walls within the mind of a
make a CON save against your Move DC or become frozen. target in range. Force the target to make a WIS saving
Higher Levels: The damage dice roll for this moves changes throw against your Move DC. On a failure, the target is
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. unable to use any Move it knows that is the same as yours
Ice Punch
for the duration.
Type: Ice Ingrain
Move Power: STR/DEX Type: Grass
Move Time: 1 action Move Power: CON
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: 3 rounds
Description: You strike out with ice-infused fists. Make a Range: Self
melee attack roll, doing 2d6 + Move normal damage and an Description: You pierce the ground with roots, absorbing
additional 1d4 ice damage. natural energy and fixing you in place. At the end of each of
Higher Levels: The amount of ice damage for this moves your next three turns (including this one), heal yourself for
changes to 2d4 at level 5, 2d6 at level 10, and 4d6 at level 1d6 + MOVE hit points as a free action. During this time,
17. you may not flee or be switched out.
Higher Levels: The damage dice roll for this moves changes
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

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Iron Defense Kinesis


Type: Steel Type: Psychic
Move Power: None Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: 1 round Duration: 1 minute
Range: Self Range: Self
Description: Your body temporarily becomes solid as steel Description: You move with incredible speed. Increase your
plate. Until your next turn, you gain + 6 to your AC and have walking, flying, or swimming speed by 20 if it is greater than
resistance to all types of damage. 0, and add +2 to AC when targeted by ranged attacks for the
Iron Tail
duration. This move cannot be stacked.
Type: Steel Knock Off
Move Power: STR Type: Dark
Move Time: 1 action Move Power: DEX
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You swing your tail out, attempting to crush an Range: Melee
opponent. Make an attack roll on an opponent in range, Description: You attempt to rid an opponent of their held item
doing 4d4 + MOVE steel damage on a hit. If the natural for the rest of battle. Make a melee attack roll against a
attack roll is a 19 or 20, the target’s AC is decreased by 1 for target. On a hit, deal 1d10 + MOVE dark damage and any
the rest of combat. held item of the target disappears. The item appears back in
Higher Levels: The damage dice roll for this moves changes the target's inventory when the battle is over.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this moves changes
Jump Kick
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Fighting Leaf Blade
Move Power: STR/DEX Type: Grass
Move Time: 1 action Move Power: DEX
PP: 5 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You leap into the air to deliver a strong kick to Range: Melee
the enemy. Make a melee attack against a Pokémon, doing Description: You attempt to slash an opponent with a sharp
4d4 + MOVE fighting damage on a hit. On a miss, you take leaf. Make a melee attack against a target, dealing 2d8 +
1 damage. MOVE grass damage on a hit. This attack scores a critical
Higher Levels: The damage dice roll for this moves changes on 19 and 20.
to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this moves changes
Karate Chop
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
Type: Fighting Leech Life
Move Power: STR/DEX Type: Bug
Move Time: 1 action Move Power: DEX
PP: 15 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Melee Duration: Instantaneous
Description: You extend a hand towards an enemy Pokémon Range: Melee
for a savage karate chop. Make a melee Attack roll, doing Description: You attempt to suck away some of an enemy
1d8 + MOVE normal damage on a hit. Karate Chop scores Pokémon’s life force. Make a melee attack roll, doing 2d6 +
a critical hit on 19s and 20s. MOVE on a hit. Half of the damage done is restored to the
Higher Levels: The damage dice roll for this moves changes user.
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Leech Seed Lock-On


Type: Grass Type: Normal
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: 60ft
Description: You send a seed at a Pokémon in range that Description: You hone in on your target, ready to strike.
implants itself in their hide. Make a ranged attack roll. On a When this move is activated, a single attack roll you make
hit, a seed implants into their skin. The target takes 1d4 next turn is guaranteed to hit. This move does not effect
grass damage at the end of each of its subsequent turns one-shot moves like Fissure, Guillotine, Horn Drill, etc.
until it faints or is switched out. Half of the damage is Lovely Kiss
restored by the attacker, or any other active Pokémon the
trainer has in battle, even if the original attacker faints or is Type: Normal
returned to its Pokéball. Only one Pokémon can be seeded Move Power: CHA/WIS
by the attacker at a time. Move Time: 1 action
Higher Levels: The damage dice roll for this moves changes PP: 3
to 2d4 at level 5, 2d6 at level 10, and 2d8 at level 17. Duration: Instantaneous
Range: 60ft
Leer Description: You blow a kiss to a Pokémon, attempting to put
Type: Normal the target to sleep. The target must make a CHA save
Move Power: WIS/CHA against your Move DC, falling asleep on a failure.
Move Time: 1 action Low Kick
PP: 15
Duration: 1 minute Type: Fighting
Range: 60ft Move Power: STR/DEX
Description: You stare down an enemy Pokémon, reducing its Move Time: 1 action
will. The Pokémon must make a WIS save against your PP: 10
Move DC. On a fail, allies may add +1 to any attack they Duration: Instantaneous
target it with for the duration. This modifier can be stacked Range: Melee
if it fails multiple leer saves, up to a maximum of +5. Description: You kick out at a Pokémon’s lower half, dealing
damage and attempting to knock it off balance. Make a
Lick melee attack, doing 1d8 + MOVE fighting damage on a hit.
Type: Ghost The target must make a STR save against your Move DC or
Move Power: WIS/INT be knocked prone. If the natural attack roll is 18 or more,
Move Time: 1 action the target flinches.
PP: 15 Higher Levels: The damage dice roll for this moves changes
Duration: Instantaneous to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Range: Melee Luster Purge
Description: You reach out and lick an enemy Pokémon.
Make a melee attack roll. On a hit, do 1d6 + MOVE ghost Type: Psychic
damage. On a natural attack roll of 18 or higher, the target Move Power: DEX
becomes paralyzed. Move Time: 1 action
Higher Levels: The damage dice roll for this moves changes PP: 3
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. Duration: Instantaneous
Range: 30ft
Light Screen Description: You create a blinding bright light that damages a
Type: Psychic target's eyes and may lower their defense. Make a ranged
Move Power: None attack against an opponent, dealing 1d12 + MOVE psychic
Move Time: 1 action damage on a hit. On a natural attack roll of 18 or more, any
PP: 15 attack against this target has advantage until the end of
Duration: 1 minute, Concentration your next turn.
Range: Self Higher Levels: The damage dice roll for this moves changes
Description: A shield of light forms in front of you, blocking to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
incoming attacks. For the duration, you have resistance to
all fire, grass, ice, water, poison, and ghost type moves. If
you were vulnerable to any of these types before activating
this move, you take regular damage instead of double.

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Mach Punch Magnitude


Type: Fighting Type: Ground
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 40ft
Description: You rush forward to punch with incredible Description: You shake the ground, attacking everything
speed. At the start of each round of combat, you can declare standing in range. All Pokémon in range must make a DEX
to go first and use this move, moving your turn order to the save against your Move DC. Each Pokémon that fails the
top for this round only. No other move may be used. Make a DEX save takes the following damage, determined by a roll
melee attack roll, doing 1d6 + MOVE normal damage on a of a d10.
hit d10 Damage
Higher Levels: The damage dice roll for this moves changes
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 1 1d4+2

Magic Coat 2 1d4+3


Type: Psychic 3 1d6+2
Move Power: WIS/CON 4 1d8+2
Move Time: 1 reaction
PP: 3 5 1d6+4
Duration: Instantaneous 6 1d10+2
Range: 50ft 7 1d12+2
Description: A flash of magical energy forms between you
and an opponent, reflecting negative energy back at an 8 1d8+5
attacker. When an attack from an opponent causes you to 9 1d10+6
suffer from a negative status condition, they are also
affected by the same condition. 10 1d12+7

Magical Leaf Higher Levels: For damae rolls, use 2x Dice at level 5, 3x
Type: Grass Dice at level 10, and 4x Dice at level 17.
Move Power: DEX
Move Time: 1 bonus action Mean Look
PP: 3 Type: Normal
Duration: Instantaneous Move Power: STR/CHA
Range: Melee Move Time: 1 action
Description: Your grass attacks are imbued with a magical PP: 3
energy. When used in combination with a grass move with a Duration: Instantaneous
Move Time of 1 action, increase the damage by an amount Range: 50ft
equal to your DEX bonus. This Move does damage even if Description: You flash an intimidating look at a Pokémon,
the main attack misses. attempting to freeze them in fear. Force a target in range to
make a WIS save against your Move DC. On a fail, the
target cannot flee or be switched out for 3 rounds.
Meditate
Type: Psychic
Move Power: None
Move Time: 1 action
PP: 20
Duration: 1 minute, Concentration
Range: Self
Description: You become one with your inner self. For the
duration, double your proficiency bonus when it comes to
attack rolls and saving throws. This move cannot be
stacked.

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Mega Drain Memento


Type: Grass Type: Dark
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 50ft Range: Melee
Description: You attempt to drain the life force of an enemy Description: You sacrifice your life force to leave a lasting
Pokémon. Make a ranged attack on a target, doing 1d12 + mark on an enemy. When you activate this move, you touch
MOVE grass damage on a hit. Half of the damage dealt is an opponent and drop to 0 hit points. As a result, the
restored to the user. opponent is incapacitated for 2 rounds. All attacks against it
Higher Levels: The damage dice roll for this moves changes have advantage, it automatically fails all STR and DEX
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17. saving throws, and it cannot attack, move, flee, or be
Mega Kick
switched out.
Type: Normal Metal Claw
Move Power: STR Type: Steel
Move Time: 1 action Move Power: STR
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You strike out with a hard kick. Make a melee Range: Melee
attack against a target, doing 2d10 + MOVE normal damage Description: You strike out with sharp claws. Make a melee
on a hit. attack roll against an opponent, doing 1d8 + MOVE steel
Higher Levels: The damage dice roll for this moves changes damage on a hit. If the natural attack roll is 19 or 20, your
to 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17. next attack gets an additional +1 to hit.
Mega Punch
Higher Levels: The damage dice roll for this moves changes
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Type: Normal
Move Power: STR Metal Sound
Move Time: 1 action Type: Steel
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You strike out with a hard punch Make a melee Duration: Instantaneous
attack against a target, doing 2d6 + MOVE normal damage Range: 50ft
on a hit. Description: You emit a ear-shattering high pitched sound
Higher Levels: The damage dice roll for this moves changes that only your target can hear, leaving them in a defenseless
to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. state. When activating this move, a target must make a
Megahorn
CON saving throw against your Move DC. On a failure, all
attack rolls against the target are given a +5 bonus until the
Type: Bug end of your next turn.
Move Power: STR/DEX
Move Time: 1 action Meteor Mash
PP: 5 Type: Steel
Duration: Instantaneous Move Power: STR/DEX
Range: Melee Move Time: 1 action
Description: You charge an opponent for a devastating horn PP: 5
attack. Make a melee attack roll, doing 2d10 + MOVE bug Duration: Instantaneous
damage on a hit. If the user moves at least 20 feet towards a Range: Melee
target before using this move, the target is forced to make a Description: You smash an opponent with a fist as fast as a
STR save against your Move DC or be knocked prone. meteor strike. Make a melee attack against an opponent,
Higher Levels: The damage dice roll for this moves changes doing 2d8 + MOVE steel damage on a hit. If the natural
to 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17. attack roll is 18 or higher, your next attack has advantage.
Higher Levels: The damage dice roll for this moves changes
to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.

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Metronome Mirror Coat


Type: Normal Type: Psychic
Move Power: Varies Move Power: CON/WIS
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 3
Duration: Varies Duration: Instantaneous
Range: Varies Range: 40ft
Description: You summon a move at random to inflict against Description: When hit by a ranged attack, you can attempt to
the enemy. When you use this move, roll a d100 and divide decrease the damage and send some back at the attacker.
by 2 (rounding down). The resulting number is the TM Using this reaction, the damage is decreased by 1d6 +
number for the move you make. If the move is unable to be MOVE. If this causes the damage to fall below zero, the
completed because of positioning, range, etc., Metronome attack is deflected and you may make a ranged attack roll to
fails. send it back at the attacker for the same amount of psychic
Milk Drink
type damage.
Higher Levels: The damage dice roll for this moves changes
Type: Normal to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Move Power: CON
Move Time: 1 action Mirror Move
PP: 5 Type: Flying
Duration: Instantaneous Move Power: DEX/WIS
Range: Self Move Time: 1 action
Description: You create a tasty drink that heals your or an PP: 10
ally’s wounds. The recipient gains 2d6 + MOVE hit points. Duration: Instantaneous
Higher Levels: The dice roll for this moves changes to 3d6 at Range: 50ft, Move varies
level 5, 5d6 at level 10, and 8d6 at level 17. Description: You perform the same move made by a chosen
Mimic
target after your last turn, using your own statistics for
bonuses and Move saves if applicable.
Type: Normal
Move Power: None Mist
Move Time: 1 action Type: Ice
PP: 5 Move Power: None
Duration: 1 minute, Concentration Move Time: 1 action
Range: 120ft PP: 15
Description: You copy another Pokémon’s movements, Duration: 1 minute
learning its ways in battle. When used, this move is Range: 30ft
temporarily replaced by your choice of one of the target's Description: A light mist surrounds a target, offering a
moves. The target can be an ally. After one PP is subtracted protective barrier. The target is immune to negative stat
to use this move, the replacement move will retain Mimic's effects or modifier changes for the duration, but any current
remaining PP. The user can select any of the target's moves effects are still in place.
to copy for the duration. Mist Ball
Mind Reader Type: Psychic
Type: Normal Move Power: STR/DEX
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 3
PP: 3 Duration: Instantaneous
Duration: Instantaneous Range: 50ft
Range: Self Description: You fire an explosive ball of damaging mist at an
Description: You sense the motives and moves of a Pokémon opponent in range. Make a ranged attack against a target,
in range. When this move is activated, a single attack roll doing 1d12 + MOVE psychic damage on a hit. If the natural
you make against the target next turn is guaranteed to hit. attack roll is higher than 10, the opponent has disadvantage
This move does not effect one-shot moves like Fissure, on its next attack.
Guillotine, Horn Drill, etc. Higher Levels: The damage dice roll for this moves changes
Minimize
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Type: Normal
Move Power: None
Move Time: 1 action
PP: 5
Duration: 1 minute, Concentration
Range: Self
Description: You appear smaller to enemy Pokémon,
increasing your evasion. For the duration, you gain an
additional +2 to your AC.

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Moonlight Mud-Slap
Type: Fairy Type: Ground
Move Power: WIS/CHA Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Self Range: 100ft
Description: A ray of moonlight shines upon you, basking you Description: You hurl mud at an enemy Pokémon. Make a
in healing light. The user gains 2d6 + MOVE hit points. ranged attack roll, doing 1d4 + MOVE ground damage on a
Higher Levels: The dice roll for healing changes to 3d6 at hit.
level 5, 5d6 at level 10, and 8d6 at level 17. Higher Levels: The damage dice roll for this moves changes
Morning Sun
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Normal Muddy Water
Move Power: WIS/CHA Type: Water
Move Time: 1 action Move Power: DEX/CON
PP: 3 Move Time: 1 action
Duration: Instantaneous PP: 5
Range: Self Duration: Instantaneous
Description: If the sky is visible, a ray of sunlight shines upon Range: 30ft
you, basking You in healing light. The user gains 2d6 + Description: You fire a stream of muddy water at an opponent
MOVE hit points. in range. Make a ranged attack against an opponent,
Higher Levels: The damage dice roll for this moves changes dealing 2d8 + MOVE water damage. If the natural attack
to 3d6 at level 5, 4d6 at level 10, and 5d6 at level 17. roll is 15 or higher, the opponent has disadvantage on its
Mud Shot
next attack.
Higher Levels: The damage dice roll for this moves changes
Type: Ground to 2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.
Move Power: DEX
Move Time: 1 action Nature Power
PP: 10 Type: Normal
Duration: Instantaneous Move Power: STR/DEX
Range: 20ft Move Time: 1 action
Description: You fire a glob of mud at an opponent, dealing PP: 10
damage with a change to hinder your opponent's Duration: Varies
movement. Make a ranged attack against an opponent in Range: Varies
range, dealing 1d8 + MOVE ground damage on a hit. If the Description: You call upon the powers of nature nearby and
natural attack roll is higher than 15, the opponent has activate a move based on the terrain. The DM gets final say
disadvantage on its next attack. on what move you activate, but here are example terrain
Higher Levels: The damage dice roll for this moves changes types:
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. Terrain Move
Mud Sport Cities/Roads/Buildings Swift
Type: Ground Sandy areas Earthquake
Move Power: None
Move Time: 1 action Volcanos/Lava areas Fire Blast
PP: 10 Caves, Dark areas Shadow Ball
Duration: 1 minute
Range: Self Rocky terrain, Mountains Rock Slide
Description: You cover yourself with thick mud, reducing the Fields, Plains Stun Spore
amount of electric damage you take. For the duration, you Forests, Tall Grasslands Razor Leaf
have resistance to electric-type attacks. If you were already
resistant, you halve the already reduced damage. If you are Ponds/Swams Bubblebeam
immune to electric-type moves already, the move fails. At sea Surf
Underwater Hydro Pump

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Needle Arm Odor Sleuth


Type: Grass Type: Normal
Move Power: DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: 1 minute, Concentration
Range: Melee Range: 30ft
Description: Your arms turn to jagged, thorny needles as you Description: When you activate this move, choose a target in
strike a foe. Make a melee attack on an opponent, dealing range. For the duration, the target cannot activate any move
1d10 + MOVE grass damage on a hit. If the natural attack that would increase its AC. If it has already activated such a
roll is a 15 or more, the opponent flinches. move, the effect ends immediately. In addition, for the
Higher Levels: The damage dice roll for this moves changes duration, no Pokemon in range has immunity to your
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Ghost, Normal, or Fighting-type moves.
Night Shade Outrage
Type: Ghost Type: Dragon
Move Power: None Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: 3 rounds, Concentration
Range: 60ft Range:
Description: You hit an enemy with a necrotic wave of dark Description: You go into a rampage, doing several attacks
energy. Make a ranged attack against a target. On a hit, the without control for three rounds. Make a melee attack roll
damage is equal to 1d6 + the user’s level. each round, doing 1d6 + MOVE dragon damage on a hit the
Higher Levels: The damage dice roll for this moves changes first round, 2d6 + MOVE dragon damage on a hit the second
to 2d4+Level at level 5, 1d12+Level at level 10, and round, and 4d6 + MOVE dragon damage on a hit the third
4d4+Level at level 17. round. At the end of the third attack, you become confused.
Nightmare
This attack stops if concentration is broken or the user is
frozen or paralyzed.
Type: Ghost Higher Levels: The dice used for this move changes to a d8 at
Move Power: WIS/CHA level 5, a d10 at level 10, and a d12 at level 17.
Move Time: 1 action
PP: 10 Overheat
Duration: Instantaneous Type: Fire
Range: 60ft Move Power: STR/CON
Description: Only effective against sleeping Pokémon, you Move Time: 1 action
instill a nightmare in their dreams, inflicting 3d6 + MOVE PP: 3
ghost damage automatically. Duration: Instantaneous
Higher Levels: The damage dice roll for this moves changes Range: 15ft
to 4d6 at level 5, 5d6 at level 10, and 6d6 at level 17. Description: With a roar, flames burst from your body in a 15
Octazooka
foot circle, centered on you. Any creature in range must roll
a DEX saving throw against your Move DC, taking 5d4 +
Type: Water MOVE fire damage on a failure, or half as much on a
Move Power: STR/DEX success. The power of the move exhausts you, and your
Move Time: 1 action next attack is done at disadvantage. If your next attack
PP: 5 requires an opponent saving throw, they have advantage.
Duration: Instantaneous Higher Levels: The damage dice roll for this moves changes
Range: 30ft to 6d4 at level 5, 5d8 at level 10, and 10d6 at level 17.
Description: You send a blast of ink towards your opponents.
Make a ranged attack roll, doing 1d10 + MOVE water Pain Split
damage on a hit. If the natural attack roll is 18 or more, the Type: Normal
target must add -1 to attack rolls for the remainder of this Move Power: CON/CHA
combat. Move Time: 1 action
Higher Levels: The damage dice roll for this moves changes PP: 3
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Duration: Instantaneous
Range: 30ft
Description: You split pain from your injuries with your
attacker. Target a Pokémon in range, forcing them to make
a CON save against your Move DC. On a fail, both you and
your attacker change your current health points to the
average of the two. If this causes either Pokémon to go
above maximum health, they take their maximum health
instead.

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Pay Day Pin Missile


Type: Normal Type: Bug
Move Power: STR/DEX/CHA Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: You strike a Pokémon, causing it to shake out its Description: You strike a Pokémon with sharp projectiles in
purse. Make a melee attack on a Pokémon, doing 1d6 + quick succession. Make a ranged attack roll, doing 1d4 +
MOVE on a hit. In addition, 5x the user’s level in cash is MOVE bug damage on a hit. After successfully hitting a
scattered on the floor until the end of combat. This feature target, roll a d4. On a result of 3 or 4, another projectile hits
can only happen once per Pokémon per combat. again for an additional 1d4 bug damage. Continue this
Higher Levels: The damage dice roll for this move changes to process until you fail to roll a 3 or 4 on the d4 roll.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Higher Levels: The damage dice rolls for this move change to
Peck
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Flying Poison Fang
Move Power: STR/DEX Type: Poison
Move Time: 1 action Move Power: DEX
PP: 20 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You hammer down on an enemy with a peck Range: Melee
attack. Make a melee attack roll on a target, doing 1d6 + Description: You lash forward with poisonous venom. Make a
MOVE on a successful hit. melee attack roll against an opponent, dealing 1d8 + MOVE
Higher Levels: The damage dice roll for this moves changes poison damage on a hit, forcing the opponent to make a
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. CON save against your Move DC. On a failure, the foe is
Perish Song
poisoned. A creature poisened by this move takes double
the normal poison damage at the end of each of its turns.
Type: Normal Higher Levels: The damage dice roll for this moves changes
Move Power: CHA to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
Move Time: 1 action
PP: 3 Poison Gas
Duration: 3 rounds Type: Poison
Range: 80ft Move Power: CON
Description: You perform a song with devastating Move Time: 1 action
consequences to Pokémon that hear it. All Pokémon in PP: 20
range (including you) must make a CON saving throw Duration: 1 minute
against your Move DC. For any that fail, they faint in 3 Range: 40ft
rounds, on their turn, unless switched out by their trainer Description: You release a toxic cloud of poisonous gas in a
before the end of the three rounds. 10 foot radius, centered on a point within range. Any
Petal Dance
creature that starts their turn in this are must succeed on a
CON save against your Move DC, taking 1d6 + MOVE
Type: Grass poison damage and becoming poisoned on a fail, or half as
Move Power: DEX/CHA much damage without being poisoned on a save.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 5 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Duration: Instantaneous
Range: 80ft Poison Powder
Description: You dance around, releasing a flurry of sharp Type: Poison
leaf attacks against a Pokémon in range. Make a ranged Move Power: CON
attack roll, doing 1d10 + MOVE nature damage on a hit. Move Time: 1 action
After successfully hitting a target, roll a d4. On a result of 3 PP: 20
or 4, another leaf hits again for an additional 1d10 nature Duration: Instantaneous
damage. Continue this process until you fail to roll a 3 or 4 Range: 40ft
on the d4 roll. Description: You release a cluster of poisonous spores that
Higher Levels: The damage dice rolls for this moves change burst into the air above a Pokémon. The Pokémon must
to 2d6 at level 5, 3d6 at level 10, and 4d6 at level 17. succeed on a CON save against your Move DC, becoming
poisoned on a fail.

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Poison Sting Present


Type: Poison Type: Normal
Move Power: STR/DEX Move Power: DEX/CHA
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 50ft
Description: You strike out at a Pokémon with a poisonous Description: You send a booby-trapped gift to an opponent.
sting. Make a melee attack role against a target, doing 1d4 + Make a ranged attack on an opponent in range. On a hit, the
MOVE poison damage on a hit. If the natural attack roll is present explodes, doing 1d6 + MOVE normal damage. If the
18 or more, the Pokémon is poisoned. natural attack roll is 2 or lower, however, regardless if it
Higher Levels: The damage dice roll for this move changes to hits, the present provides the target with 1d6 + MOVE hit
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. points instead.
Poison Tail
Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
Type: Poison
Move Power: DEX Protect
Move Time: 1 action Type: Normal
PP: 15 Move Power: None
Duration: Instantaneous Move Time: 1 reaction
Range: Melee PP: 3
Description: Poisonous barbs sprout from your tail as you Duration: Instantaneous
swing it at an opponent. Make a melee attack against an Range: Self
opponent, dealing 1d8 + MOVE poison damage on a hit. If Description: You sense incoming danger and are able to
the natural attack roll is a 19 or 20, the move scores a quickly avoid it. When targeted by an attack, you may
critical hit and the target is poisoned. automatically avoid taking damage on the first instance of
Higher Levels: The damage dice roll for this moves changes this reaction. On future reactions in the same combat, you
to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. must roll higher than a 15 on a d20 roll for the reaction to
Pound
be successful.
Type: Normal Psybeam
Move Power: STR/DEX Type: Psychic
Move Time: 1 action Move Power: DEX/INT/WIS
PP: 20 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: Melee Duration: Instantaneous
Description: You crush an opponent with a pound attack. Range: 80ft
Make a melee attack roll against a target, doing 1d6 + Description: You send a beam of invisible, psychic energy at a
MOVE normal damage on a hit. target in range. The target must make a WIS saving throw
Higher Levels: The damage dice roll for this move changes to against your Move DC, taking 1d10 + MOVE psychic
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. damage and becoming confused on a fail, and half as much
Powder Snow
without becoming confused on a save.
Higher Levels: The damage dice roll for this move changes to
Type: Ice 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Power: DEX
Move Time: 1 action Psych Up
PP: 15 Type: Normal
Duration: Instantaneous Move Power: None
Range: 40ft Move Time: 1 action
Description: You send a blast of cold snow at an opponent. PP: 5
Make a ranged attack roll on an opponent, doing 1d6 + Duration: Instantaneous
MOVE cold damage on a hit. If the natural attack roll is 18 Range: 40ft
or higher, the target is frozen. Description: You sync up with an opponent, copying any
Higher Levels: The damage dice roll for this move changes to positive or negative stat changes effecting them due to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. weather or moves this combat.

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Psychic Quick Attack


Type: Psychic Type: Normal
Move Power: INT/WIS Move Power: DEX
Move Time: 1 action Move Time: 1 bonus action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 10ft
Description: You tap into a Pokémon’s mind, damaging their Description: You lash out with a quick unarmed strike at a
will to fight. Make a ranged attack on a Pokémon in range, Pokémon in range. As a bonus action, you can immediately
doing 2d8 + MOVE psychic damage on a hit. If the natural move and attack a Pokémon in range without taking an
attack roll is 18 or higher, the target becomes confused. attack of opportunity, doing 1d4 normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. 1d6 at level 5, 1d8 at level 10, and 1d10 at level 17.
Psycho Boost Rage
Type: Psychic Type: Normal
Move Power: WIS/INT Move Power: STR
Move Time: 1 action Move Time: 1 bonus action
PP: 3 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: 25ft Range: Self
Description: You send an extremely powerful wave of psychic Description: You go into a fit of rage, attacking with relentless
energy at an opponent in range. Make a ranged attack roll fury. While you are raging, you gain +2 on all damage rolls,
against an opponent, dealing 2d12 + MOVE psychic have resistance to normal damage, and have advantage on
damage on a hit. The power of the move exhausts you, and all Strength checks. Your rage ends if you faint or if you
your next attack is done at disadvantage. If your next attack have not attacked a hostile target since your last turn, or
requires an opponent saving throw, they have advantage. taken any damage since then.
Higher Levels: The damage dice roll for this moves changes Higher Levels: For damage when raging, the bonus changes
to 3d10 at level 5, 7d6 at level 10, and 8d8 at level 17. to +4 at level 5, +6 at level 10, and +8 at level 17.
Psywave Rain Dance
Type: Psychic Type: Water
Move Power: INT/WIS Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 40ft line Range: Self
Description: You emit a wave of psychic energy in a 40 foot Description: You summon a heavy rainfall that covers the
line, 5 feet wide. Each Pokémon caught in the wave must battlefield.
make a WIS save against your Move DC, becoming Rapid Spin
confused on a fail.
Type: Normal
Pursuit Move Power: STR/DEX
Type: Dark Move Time: 1 action
Move Power: STR/DEX PP: 10
Move Time: 1 reaction Duration: Instantaneous
PP: 3 Range: Melee
Duration: Instantaneous Description: You strike out with an incredibly fast spinning
Range: 40ft move. Make a melee attack roll against an opponent, doing
Description: As a reaction, when a Pokémon is switched out 1d4 + MOVE normal damage on a hit. In addition, this
by their trainer, you may make a ranged attack roll against move automatically frees the user from Leech Seed or
it, doing 1d6 + MOVE dark damage on a hit. anything causing it to be grappled or restrained. It is
Higher Levels: The damage dice roll for this move changes to removed from these statuses before it rolls to hit.
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Razor Leaf Reflect


Type: Grass Type: Psychic
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 reaction
PP: 15 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: Self
Description: You send a razor sharp leaf at a Pokémon in Description: When you are hit by a melee attack, use your
range at tremendous speed. Make a ranged attack roll, reaction to take half the damage dealt.
doing 1d8 + MOVE grass damage on a hit. Razor Leaf Refresh
results in a critical hit on 19s and 20s
Higher Levels: The damage dice roll for this move changes to Type: Normal
2d6 at level 5, 4d4 at level 10, and 6d4 at level 17. Move Power: None
Move Time: 1 action
Razor Wind PP: 3
Type: Normal Duration: Instantaneous
Move Power: STR/DEX Range: Self
Move Time: 1 action, charge Description: A wave of healing energy washes over you,
PP: 5 curing poison, paralysis, and burn.
Duration: 1 round, Concentration Rest
Range: Self/20ft
Description: When you use this move, strong winds begin to Type: Psychic
circle around you, granting +2 to AC. On your next turn, if Move Power: WIS/CHA
you keep your concentration, you release those winds in a Move Time: 1 action
20 foot radius, centered on you. Each Pokémon in the area PP: 5
must make a DEX save against your Move DC, taking 2d6 + Duration: Instantaneous
MOVE normal damage on a fail, or half as much on a Range: Self
success. Description: You put yourself to sleep, but gain 2d6 + MOVE
Higher Levels: The damage dice roll for this move changes to hit points in the process.
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Higher Levels: The dice roll for healing increases to 4d6 at
level 5, 6d6 at level 10, and 8d6 at level 17.
Recover
Type: Normal Return
Move Power: WIS/CHA Type: Normal
Move Time: 1 action Move Power: STR
PP: 10 Move Time: 1 action
Duration: Instantaneous PP: 10
Range: 30ft Duration: Instantaneous
Description: You extend a healing energy to recover the hit Range: Melee
points of a Pokémon in range. The target regains 1d6 + Description: You lash out at an opponent, in hopes it will
MOVE hit points. please your trainer. Make a melee attack roll against an
Higher Levels: The dice roll for healing increases to 2d6 at opponent, doing 1d6 + MOVE on a hit. When you make this
level 5, 4d6 at level 10, and 6d6 at level 17. attack, add an additional bonus to hit and damage equal to
the number of levels you are above zero on the Loyalty
Recycle Chart.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: None 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Move Time: 1 bonus action Revenge
PP: 5
Duration: Instantaneous Type: Fighting
Range: Self Move Power: STR/DEX
Description: You summon a previously discarded item back Move Time: 1 reaction
into your hands. If you used a consumable held item any PP: 3
time within the last 5 turns, you can activate this move to Duration: Instantaneous
take advantage of the same effect one last time. This move Range: Melee
may not be used in the same round the held item was used. Description: You envoke a fight within to retaliate against a
foe that damages you. After taking damage from a melee
attack, you may use a reaction to make a melee attack
against an opponent, doing 1d6 + MOVE fighting damage
on a hit.
Higher Levels: The damage dice roll for this moves changes
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

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Reversal Rock Slide


Type: Fighting Type: Rock
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 80ft
Description: You unleash an all out attack that is stronger the Description: Large boulders appear above an enemy
less HP you have. Make a melee attack roll against an Pokémon in range, crashing down on top of them. The
opponent, doing 1d6 + MOVE fighting damage on a hit. If target must make a DEX save against your Move DC, taking
you are below 50% of your maximum health, double the 1d12 + MOVE rock damage and falling prone on a failed
damage. If you are at 10% or below of your maximum save, and half as much without falling prone on a success.
health, triple the damage. The multiplier for this attack Higher Levels: The damage dice roll for this move changes to
occurs before the multiplier for resistances or 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
vulnerabilities. Rock Smash
Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. Type: Fighting
Move Power: STR
Roar Move Time: 1 action
Type: Normal PP: 10
Move Power: STR/CHA Duration: Instantaneous
Move Time: 1 action Range: Melee
PP: 10 Description: You strike out with a rock-crushing attack that
Duration: Instantaneous may lower a users’s defense. Make an attack roll against an
Range: 100ft opponent, doing 1d6 + MOVE fighting damage on a hit. If
Description: You release an intimidating roar at a wild the natural attack roll is 19 or 20, the target’s AC decreases
Pokémon in range. The target must make a CHA save by 1 while it remains in battle.
against your Move DC, fleeing from battle on fail. You gain Higher Levels: The damage dice roll for this move changes to
no experience from a fleeing Pokémon, and the move 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
automatically fails in trainer battles. A creature that Rock Throw
succeeds on this saving throw is unaffected by future
attempts during this combat. Type: Rock
Move Power: STR/DEX
Rock Blast Move Time: 1 action
Type: Rock PP: 10
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 100ft
PP: 5 Description: You hurl a rock at an enemy Pokémon. Make a
Duration: Instantaneous ranged attack roll, doing 1d8 + MOVE rock damage on a hit.
Range: 15ft Higher Levels: The damage dice roll for this move changes to
Description: You summon a series of rocks that fire their way 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
towards an opponent. Make a ranged attack roll, doing 1d4 Rock Tomb
+ MOVE rock damage on a hit. After successfully hitting a
target, roll a d4. On a result of 3 or 4, you may immediately Type: Rock
hit again for an additional 1d4 rock damage. Continue this Move Power: STR
process until you fail to roll a 3 or 4 on the d4 roll. Move Time: 1 action
Higher Levels: The damage dice roll for this moves changes PP: 10
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. Duration: Instantaneous
Range: 20feet
Description: You summon a collection of boulders that
attempt to surround a foe. Force an opponent in range to
make a STR saving throw against your Move DC. On a
failure, the opponent takes 1d10 + MOVE rock damage and
is grappled and restrained. The target may make a STR
saving throw against your Move DC at the beginning of each
of its turns to attempt to release themselves from the rock.
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Role Play Safeguard


Type: Psychic Type: Normal
Move Power: WIS Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 3 PP: 15
Duration: 1 minute Duration: 3 rounds
Range: 50ft Range: 50ft
Description: You attempt to copy an opponent's abilities for Description: You and all allies in range boost their defense.
the duration. Select a target in range and force them to For the duration, anyone affected is protected from any new
make a WIS saving throw against your Move DC. On a negative status conditions.
failure, replace one of your own current abilities with one of Sand Attack
theirs.
Type: Ground
Rolling Kick Move Power: CON
Type: Fighting Move Time: 1 action
Move Power: STR/DEX PP: 10
Move Time: 1 action Duration: Instantaneous
PP: 10 Range: 30ft
Duration: Instantaneous Description: You kick up a cloud of sand in an attempt to
Range: Melee blind a target in range. The target must make a CON save
Description: You swing your feet around in a wide arc to against your Move DC. On a fail, for the remainder of the
strike a foe. Make a melee attack roll, doing 1d10 + MOVE encounter, they add -1 to all of their attack rolls. This move
fighting damage on a hit. If the natural attack roll is 18 or can be stacked for a maximum of -5 to attack rolls.
more, the target flinches. Sand Tomb
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Type: Ground
Move Power: STR
Rollout Move Time: 1 action
Type: Rock PP: 10
Move Power: STR Duration: Instantaneous
Move Time: 1 action Range: 30ft
PP: 5 Description: You attempt to summon a wave of sand that
Duration: Instantaneous, 3 rounds surrounds your opponent. Make a ranged attack roll. On a
Range: hit, the target takes 1d4 + MOVE normal damage and is
Description: You roll into a foe, repeatedly making attacks grappled and restrained. At the beginning of each of its
with increasing strength. Make a melee attack on an turns, it may attempt to escape with a STR save against
opponent, doing 1d6 + MOVE rock damage on a hit. If you your Move DC. While a Pokémon is grappled, you may
use this move in back to back turns, double the dice on each continue this move, as a bonus action, to do an automatic
hit for a maximum of 5 successive turns. Ex: 1d6 on first 1d4 normal damage without having to make an attack roll.
hit, 2d6 on second, 4d6, 8d6, 16d6. If any of the attacks Higher Levels: The damage dice roll for this moves changes
miss, the damage resets. to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Higher Levels: The damage dice changes to a d8 at level 5, a Sandstorm
d10 at level 10, and a d12 at level 17.
Type: Rock
Sacred Fire Move Power: None
Type: Fire Move Time: 1 action
Move Power: STR/DEX PP: 5
Move Time: 1 action Duration: 3 rounds, Concentration
PP: 3 Range: 100ft
Duration: Instantaneous Description: You stir up a massive sandstorm in a 30 foot
Range: 100ft radius, centered on a point in range. All Pokémon types in
Description: You unleash a devastating, concentrated blast of the area that are not rock, steel, or ground must make a DC
flame at a single target in range. Make a melee attack roll, 12 CON save at the end of their turns or take 1d6 + MOVE
doing 4d4 + MOVE fire damage on a hit. If the natural rock damage. The Sandstorm lasts for 3 rounds.
attack roll is 10 or more, the target is burned. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.

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Scary Face Seismic Toss


Type: Normal Type: Fighting
Move Power: STR/CHA Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 60ft Range: Melee
Description: You put on your scariest face, attempting to Description: You attempt to throw a Pokémon into the
paralyze an opponent with fear. Force a target in range to ground with tremendous force. Make a melee attack roll,
make a WIS save against your Move DC. On a fail, the doing fighting damage equal to the opponent’s level on a hit,
target is paralyzed. double on a critical hit. Seismic Toss results in a critical hit
Scratch
on 19s and 20s.
Type: Normal Self-Destruct
Move Power: STR/DEX Type: Normal
Move Time: 1 action Move Power: STR
PP: 20 Move Time: 1 action
Duration: Instantaneous PP: 3
Range: Melee Duration: (Instantaneous
Description: You slash out at a Pokémon in range. Make a Range: 30ft
melee attack, doing 1d6 + MOVE normal damage on a hit. Description: You release a massive explosion in a 30 foot
Higher Levels: The damage dice roll for this move changes to radius, fainting immediately after the attack. Creatures in
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. the area must make a DEX save against your Move DC. If
Screech
your Pokémon has at least half its hit points left, anyone in
range takes 5d6 + MOVE normal damage on a fail, or half
Type: Normal as much on a success. If your creature has less than half of
Move Power: CON/CHA its hitpoints left, the damage is halved for a success or fail.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 20 4d10 at level 5, 6d10 at level 10, and 8d12 at level 17.
Duration: 1 minute
Range: 20ft Shadow Ball
Description: You let out a horrible screech at enemy Type: Ghost
Pokémon in a 20 foot radius, centered on you, distracting Move Power: DEX/WIS
them and opening up their defenses. The Pokémon must Move Time: 1 action
make a WIS save against your Move DC. On a fail, allies add PP: 10
+1 to any attack they target an effected Pokémon with for Duration: Instantaneous
the duration. This modifier can be stacked if a Pokémon Range: 60ft
fails multiple screech saves, up to a maximum of +5. Description: You hurl a sphere of magical darkness at an
Secret Power
opponent. Make a ranged attack, doing 2d6 + MOVE ghost
damage on a hit. On a hit, the ball expands and covers the
Type: Normal opponents face, granting them a -2 to hit on their next
Move Power: STR/DEX attack.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous
Range: Melee Shadow Punch
Description: You strike a foe with unknown power. Make a Type: Ghost
melee attack roll against an opponent, dealing 1d12 + Move Power: DEX/WIS
MOVE normal damage on a hit. On a natural attack roll of Move Time: 1 action
15 or higher, roll a d6 and cause the random effect. PP: 3
d6 Effect Duration: Instantaneous
Range: Melee
1 Posion Description: You throw a punch from the surrounding
2 Burn shadows, unavoidable by any enemy. This move is
guaranteed to hit for 1d4 + MOVE ghost damage, unless
3 Confusion during the invulnerable stage of Fly, Dig, Bounce, Dive, etc.
4 Frozen moves.
5 Paralysis Higher Levels: The damage dice roll for this moves changes
to 2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.
6 Sleep

Higher Levels: The damage dice roll for this moves


changes to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.

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Sharpen Silver Wind


Type: Normal Type: Bug
Move Power: CON Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 3
Duration: 1 minute, Concentration Duration: Instantaneous
Range: Self Range: 15ft
Description: You collect your focus, sharpening your combat Description: You strike a foe with a battering wind of silver
skills. You may add 1d4 to any attack roll for the duration. dust. Make a ranged attack roll against a creature, doing
Higher Levels: The damage dice roll for this move changes a 1d10 + MOVE bug damage on a hit. On a natural roll of 19
1d6 at level 10. or 20, all of your ability scores go up by 1 while you remain
Sheer Cold
in battle. This move can be stacked for a maximum of +5 to
all ability scores.
Type: Ice Higher Levels: The damage dice roll for this moves changes
Move Power: None to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Move Time: 1 action
PP: 3 Sing
Duration: Instantaneous Type: Normal
Range: 30ft Move Power: CHA
Description: You send a chill down the spine of an opponent, Move Time: 1 action
freezing its core. Choose a target in range and roll a d20. On PP: 10
a 20, the target faints. On any other roll, this move has no Duration: Instantaneous
effect. If the target's level is 10 more than your own, this Range: 30ft
move automatically fails. Description: You sing a beautiful song in an attempt to put
Shock Wave
enemy Pokémon to to sleep. Roll 5d8; the total is how many
hit points of Pokémon this spell can affect. Pokémon within
Type: Electric 30 feet of you are affected in ascending order of their
Move Power: DEX current hit points. Starting with the Pokémon that has the
Move Time: 1 action lowest current hit points, each Pokémon affected by this
PP: 10 spell falls asleep. Subtract each Pokémon’s hit points from
Duration: Instantaneous the total before moving on to the Pokémon with the next
Range: 15 foot cone lowest hit points. A Pokémon’s hit points must be equal to
Description: A burst of electric energy glides forward, striking or less than the remaining total for that creature to be
anything in a 15 foot cone. This move is guaranteed to hit affected.
all creatures caught in the wave for 1d4 + MOVE electric Higher Levels: The number of hit points affected changes to
damage, unless during the invulnerable stage of Fly, Dig, 7d8 at level 5, 9d8 at level 10, and 11d8 at level 17.
Bounce, Dive, etc. moves.
Higher Levels: The damage dice roll for this moves changes Sketch
to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. Type: Normal
Signal Beam
Move Power: None
Move Time: 1 reaction
Type: Bug PP: 1
Move Power: DEX Duration: instantaneous
Move Time: 1 action Range: Self
PP: 10 Description: When target by any move, use a reaction to copy
Duration: Instantaneous it permanently to your move list. When you do this, the
Range: 50ft move Sketch disappears from your list.
Description: A flashing beam strikes an opponent in range.
Make a ranged attack roll against an opponent, dealing Skill Swap
1d12 + MOVE bug damage on a hit. On a natural attack roll Type: Psychic
of 19 or 20, the beam confuses the opponent. Move Power: WIS
Higher Levels: The damage dice roll for this moves changes Move Time: 1 action
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17. PP: 3
Duration: 1 minute
Range: 50ft
Description: You attempt to swap abilities with an opponent
for the duration. Select a target in range and force them to
make a WIS saving throw against your Move DC. On a
failure, choose which abilities to switch for the duration.

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Skull Bash Slam


Type: Normal Type: Normal
Move Power: STR Move Power: STR
Move Time: 1 action, charge Move Time: 1 action
PP: 3 PP: 10
Duration: 1 round, Concentration Duration: Instantaneous
Range: 50ft Range: Melee
Description: When you use this move, you lower your head Description: You crush an opponent with a slam attack. Make
and prepare to strike a foe within range. On your next turn’s a melee attack roll against a target, doing 2d6 + MOVE
action, if you keep your concentration, you charge at a normal damage on a hit.
Pokémon in range ignoring your walking speed and any Higher Levels: The damage dice roll for this move changes to
opportunity attacks you may incur. Make a melee attack roll, 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
doing 5d4 + MOVE on a hit. A Pokémon hit with this attack Slash
much succeed on a STR saving throw against your Move
DC or be knocked prone. Type: Normal
Higher Levels: The damage dice roll for this move changes to Move Power: STR/DEX
6d4 at level 5, 5d8 at level 10, and 10d6 at level 17. Move Time: 1 action
PP: 10
Sky Attack Duration: Instantaneous
Type: Flying Range: Melee
Move Power: STR/DEX Description: You slash out at a Pokémon in range. Make a
Move Time: 1 action, charge melee attack, doing 1d12 + MOVE normal damage on a hit.
PP: 3 Slash results in a critical hit on 19s and 20s.
Duration: 1 round, Concentration Higher Levels: The damage dice roll for this move changes to
Range: 80ft 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Description: When you use this move, you flap your wings Sleep Powder
menacingly and prepare to strike a foe within range. On
your next turn’s action, if you keep your concentration, you Type: Grass
dive at a Pokémon in range, ignoring your flying speed and Move Power: CON
any opportunity attacks you may incur. Make a melee attack Move Time: 1 action
roll, doing 3d8 + MOVE on a hit. PP: 10
Higher Levels: The damage dice roll for this move changes to Duration: Instantaneous
5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Range: 40ft
Description: You release a cluster of spores at a Pokémon in
Sky Uppercut range, attempting to put them to sleep. The target must
Type: Fighting make a WIS saving throw against your Move DC or fall
Move Power: DEX asleep.
Move Time: 1 action Sleep Talk
PP: 3
Duration: Instantaneous Type: Normal
Range: 30ft Move Power: Varies
Description: You blast into the air with a furious punch attack Move Time: 1 action
that sens strong wind at an opponent. This move is PP: 5
guaranteed to hit for 1d6 + MOVE fighting damage, even if Duration: Varies
during the invulnerable stage of a Fly move. Range: Varies
Higher Levels: The damage dice roll for this moves changes Description: This move can only be used if you are asleep.
to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. While asleep, activate a random move from your move list
as an action. Roll a d4 to determine which move you use.
Slack Off
Type: Normal Sludge
Move Power: None Type: Poison
Move Time: 1 action Move Power: DEX/CON
PP: 5 Move Time: 1 action
Duration: 2 turns PP: 10
Range: Self Duration: Instantaneous
Description: You give yourself a break, healing your wounds. Range: 20ft
When you activate this move, you may not take an action on Description: You spew poisonous sludge at an enemy
this turn or the next. At the end of your next turn, regain Pokémon in range. Make a ranged attack on a Pokémon,
half of your maximum hit points. doing 1d10 + MOVE poison damage on a hit. The creature
must make a CON save against your Move DC or become
poisoned.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Sludge Bomb Snatch


Type: Poison Type: Normal
Move Power: DEX/CON Move Power: DEX
Move Time: 1 action Move Time: 1 reaction
PP: 5 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 30ft
Description: You hurl a mass of sticky sludge that may poison Description: You call upon dark energy to steal an effect from
opponents in its blast. Make a ranged attack roll against a an opponent. When an opponent in range activates a move
target. On a hit, the target takes 2d8 + MOVE poison with a positive effect on itself (curing negative status effect,
damage and the area in a 5 foot radius around it is covered boosting stats, healing, etc.), force it to make a WIS save
in sludge. Any Pokémon in that area at the beginning of against your Move DC. On a failure, you gain the positive
their turn must make a DC 12 CON save or become effect and the opponent's move fails.
poisoned. Snore
Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. Type: Normal
Move Power: STR/WIS
Smelling Salts Move Time: 1 action
Type: Normal PP: 10
Move Power: CON Duration: instantaneous
Move Time: 1 action Range: 50ft
PP: 5 Description: You create a harsh noise that damages all
Duration: Instantaneous sleeping Pokémon within range for 1d8 + MOVE normal
Range: Melee damage.
Description: You procure a handful of strong smelling salt, Higher Levels: The damage dice roll for this move changes to
damaging an opponents senses. Make a ranged attack 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
against a target, dealing 1d12 + MOVE normal damage on a Soft-Boiled
hit. If the target is paralyzed, double the dice roll for the
damage. Type: Normal
Higher Levels: The damage dice roll for this moves changes Move Power: CON/CHA
to 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17. Move Time: 1 action
PP: 5
Smog Duration: Instantaneous
Type: Poison Range: 30ft
Move Power: CON Description: Heal a Pokémon in range for 2d6 + MOVE
Move Time: 1 action hitpoints.
PP: 10 Higher Levels: The dice roll for healing changes to 4d6 at
Duration: Instantaneous level 5, 6d6 at level 10, and 8d6 at level 17.
Range: 30ft Solar Beam
Description: You create a fog of poisonous smog in a 15 foot
radius, centered on a point within range. Creatures that Type: Grass
begin their turn in the area take 1d4 + MOVE poison Move Power: STR/DEX
damage and must succeed on a CON save against your Move Time: 1 action, charge
Move DC or become poisoned. The area of smog is PP: 5
considered difficult terrain, and any attacks make from Duration: 1 round, Concentration
inside it are done at disadvantage. The smog cloud Range: 80ft line
dissapates at the beginning of your next turn. Description: When you use this move, soak in solar energy
Higher Levels: The damage dice roll for this move changes to and prepare to unleash a devastating beam. On your next
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17. turn, if you keep your concentration, you create a 60 foot
line of solar energy, 5 feet wide. Any creature caught in the
Smokescreen line must succeed on a DEX save or take 3d8 grass damage
Type: Normal on a fail and half as much on a save. If this move in used in
Move Power: CON daylight, the damage increases by 2d6.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 10 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17.
Duration: 1 minute, Concentration
Range: Self
Description: You conjur a line of smoke on the battlefield, 60
feet long and 5 feet thick. The area on either side is
obscured and imposes disadvantage on any ranged attacks
made by a Pokémon targeting another on the opposite side.
Any Pokémon inside the wall of smoke must make a CON
save against your Move DC or become blinded for the
duration.

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Sonic Boom Spikes


Type: Normal Type: Ground
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: 80ft
Description: You unleash a deafening sound that harms Description: You set a trap of spikes that hurts Pokémon that
Pokémon in a 20 foot circle, centered on you. Pokémon in come into battle. If a trainer is in range and switches out a
range must make a CON save against your Move DC, taking Pokémon, you can spend a reaction to make a ranged attack
20 flat damage on a fail. with spikes that come out of the ground, doing 1d6 + MOVE
Spark
on a hit.
Higher Levels: The damage dice roll for this move changes to
Type: Electric 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Power: STR/DEX
Move Time: 1 action Spit Up
PP: 10 Type: Normal
Duration: Instantaneous Move Power: CON/DEX
Range: Melee Move Time: 1 action
Description: You strike out with an electrified tackle with a PP: 5
chance to paralyze a target. Make a melee attack roll Duration: Instantaneous
against an opponent, doing 1d10 + MOVE on a hit. If the Range: 30ft
natural attack roll is 18 or higher, the target is paralyzed. Description: The power of energy stored by Stockpile is
Higher Levels: The damage dice roll for this move changes to released about a foe. Make a ranged attack against an
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. opponent, dealing a base 1d6 + Move normal damage on a
Spider Web
hit. The dice roll is doubled if two rounds of energy were
Stockpiled. The dice roll is tripled if three rounds of energy
Type: Bug were Stockpiled.
Move Power: DEX Higher Levels: The damage dice roll for this moves changes
Move Time: 1 action to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
PP: 5
Duration: 1 minute Spite
Range: 40ft Type: Ghost
Description: You fire a sticky web that attempts to grapple an Move Power: WIS
opponent. Make a ranged attack roll on a target in range. Move Time: 1 reaction
On a hit, the target is covered in web. While covered, it is PP: 3
grappled and restrained and cannot flee or be switched out. Duration: Instantaneous
The target can use an action to escape with a DC 12 STR Range: 30ft
check. The DC to escape is 13 at level 5, 15 at level 10, and Description: When hit with an attack, you can spend a
18 at level 17. reaction to attempt to drain the attacker’s PP. Force the
Higher Levels: The difficulty to escape increases to a 13 DC attacker to make a WIS save against your Move DC. On a
at level 5, 15 DC at level 10, and 18 DC at level 17. fail, roll a d4. The PP of the move that attacked you is
Spike Cannon
decreased by that number.
Higher Levels: PP is drained by 1d6 at level 5, 1d8 at level 10,
Type: Normal and 1d10 at level 17.
Move Power: STR/DEX
Move Time: 1 action Splash
PP: 3 Type: Normal
Duration: Instantaneous Move Power: None
Range: 60ft Move Time: 1 action
Description: You fire a series of sharp spikes at a Pokémon in PP: 20
range. Make a ranged attack roll, doing 1d4 + MOVE Duration: Instantaneous
normal damage on a hit. After successfully hitting a target, Range: Melee
roll a d4. On a result of 3 or 4, you may immediately hit Description: You flail around on the ground, doing no damage
again for an additional 1d4 normal damage. Continue this and looking ridiculous, but you can leap up to 50 feet in the
process until you fail to roll a 3 or 4 on the d4 roll. air.
Higher Levels: The damage dice rolls for this move change to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17.

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Spore Stone Edge


Type: Grass Type: Rock
Move Power: DEX/WIS Move Power: STR
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 3
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: 60ft
Description: When you are hit by a melee attack, you can use Description: The earth moves beneath an enemy’s feet as
your reaction to release a spore that attempts to put your sharp stone pierce through the ground underneath them.
attacker to sleep. The Pokémon must make a WIS save Pokémon in a 10 foot radius centered on a point you choose
against your Move DC, falling asleep on a fail. in range must make a DEX save against your MOVE DC,
Spotlight
taking 4d4 + MOVE rock damage on a fail, or half as much
on a save.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: DEX/CHA 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Move Time: 1 action
PP: 3 Strength
Duration: 1 minute, Concentration Type: Normal
Range: 80ft Move Power: STR
Description: You shine a bright light on a Pokémon in range Move Time: 1 action
that follows them around the battlefield. The target must PP: 10
make a DEX save against your Move DC. On a fail, attacks Duration: Instantaneous
against that Pokémon have advantage for the duration. Range: Melee
Steel Wing
Description: You strike out at a Pokémon with brute strength.
Make a melee attack roll against a Pokémon, doing 2d6 +
Type: Steel MOVE on a hit. On a hit, you may also choose to push the
Move Power: STR/DEX Pokémon 5 feet away.
Move Time: 1 action Higher Levels: The damage dice roll for this move changes to
PP: 15 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Duration: Instantaneous
Range: Melee String Shot
Description: You strike a foe hard with outstretched wings. Type: Bug
Make a melee attack on an opponent, doing 1d12 + MOVE Move Power: DEX
steel damage on a hit. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 20
2d8 at level 5, 2d12 at level 10, and 8d4 at level 17. Duration: 1 minute
Stockpile
Range: 60ft
Description: You unleash sticky string at a Pokémon in range,
Type: Normal slowing it down. Make a ranged attack roll against a target.
Move Power: None On a hit, the target’s speed is reduced by 10 for the
Move Time: 1 action duration. If this reduction in speed causes their speed to be
PP: 10 0, they are restrained.
Duration: Instantaneous
Range: Self Struggle
Description: You use your action to store energy for a Spit Up Type: Normal
or Swallow move, increasing your defense. Raise your AC Move Power: STR
by 1 until you use one of those two moves. This move may Move Time: 1 action
be stacked a maximum of 3 times before the energy is used. PP: Unlimited
Stomp
Duration: Instantaneous
Range: Melee
Type: Normal Description: This move is known by all Pokémon, and is used
Move Power: STR/DEX only when all other moves are out of PP. Make a melee
Move Time: 1 action attack roll, doing damage equal to your 2+ STR modifier on
PP: 10 a hit.
Duration: Instantaneous
Range: Melee
Description: You raise your feet up for a stomp attack. Make a
melee attack roll against a Pokémon, doing 1d10 + MOVE
on a hit. If the natural attack roll is 18 or more, the target
flinches.
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.

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Stun Spore Super Fang


Type: Grass Type: Normal
Move Power: CON Move Power: STR
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: When you are hit by a melee attack, you can use Description: You lash out with an incredible fang attack.
your reaction to release a spore that attempts to stun your Make a melee attack, doing 2d6 +MOVE normal damage on
attacker. The Pokémon must make a CON save against your a hit. On critical hits, instead of doubling the dice, you can
Move DC, becoming paralyzed on a fail. choose to do damage equal to half the target’s HP.
Submission
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.
Type: Fighting
Move Power: STR Superpower
Move Time: 1 action Type: Fighting
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 3
Description: You attempt a forceful grapple on a target. Make Duration: Instantaneous
a melee attack roll against a Pokémon, doing 2d6 + MOVE Range: Melee
fighting damage on a hit. The target is grappled and Description: You strike a foe with incredible power - but with
restrained. If the target is still grappled by you on future great power comes great responsibilty. Make a melee attack
turns, you may use this move as an action to immediately against an opponent, dealing 4d6 + MOVE fighting damage
inflict another 2d6 fighting damage without having to make on a hit. This move exhausts you, and your STR and DEX
an attack roll. As soon as a different move is activated, the ability scores are set to 10 while you remain in battle.
opponent is released from your Submission. Higher Levels: The damage dice roll for this moves changes
Higher Levels: The damage dice rolls for this move change to to 5d6 at level 5, 6d8 at level 10, and 9d8 at level 17.
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17. Supersonic
Substitute Type: Normal
Type: Normal Move Power: DEX/WIS
Move Power: None Move Time: 1 action
Move Time: 1 action PP: 10
PP: 5 Duration: Instantaneous
Duration: Instantaneous Range: 80ft
Range: Self Description: You emit a high pitched screech heard only by
Description: You create a duplicate of yourself with ¼ the HP the target. The target becomes confused.
(rounded down). This substitute has an AC of 1 and takes all Surf
damage and status ailments you would normally take until
it is destroyed. If the damage done is enough to destroy the Type: Water
substitute, you take the remaining damage. Move Power: STR/DEX
Move Time: 1 action
Sunny Day PP: 10
Type: Fire Duration: Instantaneous
Move Power: None Range: 60ft
Move Time: 1 action Description: A wave of high-pressured water moves you to
PP: 3 strike a Pokémon in range. Choose a target. You appear
Duration: 5 rounds within 5 feet of that target, ignoring opportunity attacks,
Range: Self and make a melee attack roll. On a hit, you do 2d8 + MOVE
Description: You change the weather to intense sunlight for 5 water damage.
rounds. Higher Levels: The damage dice roll for this move changes to
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17.

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Swagger Swords Dance


Type: Normal Type: Normal
Move Power: WIS/CHA Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: 1 minute
Range: 40ft Range: Self
Description: Force a target in range to make a WIS save Description: When you activate this move, three swords
against your Move DC. On a fail, the target is confused, but appear and dance around you. As a bonus action on future
it adds +2 to its attack rolls while confused. turns, you can attack and send one of the swords at an
Swallow
enemy Pokémon within 30 feet of you, doing 1d6 + MOVE
normal damage on a hit. In addition, your AC is increased
Type: Normal by +1 for each sword around you.
Move Power: CON Higher Levels: You create 4 swords at level 5, 5 swords at
Move Time: 1 action level 10, and 6 swords at level 17.
PP: 5
Duration: Instantaneous Synthesis
Range: Self Type: Grass
Description: You absorb your Stockpiled energy to heal your Move Power: CON
wounds. When activated after using Stockpile, regain a Move Time: 1 action
base 1d6 + Move hit points. The dice roll is doubled if two PP: 3
rounds of energy were Stockpiled. The dice roll is tripled if Duration: Instantaneous
three rounds of energy were Stockpiled. Range: Self
Higher Levels: The damage dice roll for this moves changes Description: You regenerate from the inside, healing some of
to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. your wounds. Heal yourself for 2d6 + MOVE hit points.
Sweet Kiss
Higher Levels: The damage dice roll for this move changes to
4d6 at level 5, 6d6 at level 10, and 8d6 at level 17.
Type: Fairy
Move Power: WIS/CHA Tackle
Move Time: 1 action Type: Normal
PP: 10 Move Power: STR
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 20
Description: You lay a kiss on an opponent, attempting to Duration: Instantaneous
confuse them. The target must make an INT saving throw Range: Melee
against your Move DC or become confused. Description: You rush forward and slam into an opponent.
Sweet Scent
Make a melee attack roll against a target, doing 1d6 +
MOVE on a hit.
Type: Normal Higher Levels: The damage dice roll for this move changes to
Move Power: CON/CHA 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
Move Time: 1 action
PP: 10 Tail Glow
Duration: 2 turns Type: Bug
Range: 30ft Move Power: None
Description: You release a sweet smell directed at a target in Move Time: 1 action
range. The target must make a CON save against your Move PP: 10
DC. On a fail, you have advantage on your next two attacks Duration: 1 minute, Concentration
against that target. Range: Self
Swift
Description: Your tail emits a flash of light, boosting your
attack. For the duration, double your STAB damage.
Type: Normal
Move Power: DEX Tail Whip
Move Time: 1 action Type: Normal
PP: 10 Move Power: CHA/DEX
Duration: Instantaneous Move Time: 1 action
Range: 100ft PP: 15
Description: You fire three projectiles at any Pokémon you Duration: 1 minute
choose in range. They do not have to target the same Range: 100ft
Pokémon. Each hit for 1d4 + 1 normal damage. This move Description: You shake your tail at an enemy Pokémon,
also targets Pokémon in the middle of dig or fly moves. distracting it and opening up its defenses. The Pokémon
Higher Levels: You fire 4 projectiles at level 5, 5 projectiles at must make a WIS save against your Move DC. On a fail,
level 10, and 6 projectiles at level 17. allies add +1 to any attack they target it with for the
duration. This modifier can be stacked if it fails multiple tail
whip saves, up to a maximum of +5.

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Take Down Thief


Type: Normal Type: Dark
Move Power: STR Move Power: DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: Melee Range: Melee
Description: You sacrifice your own position to take down Description: You lash out with a quick attack that may steal
and enemy Pokémon. Roll a melee attack roll. On a hit, you an opponent’s held item. Make a melee attack against an
do 2d8 + MOVE normal damage and both you and the opponent, doing 1d10 + MOVE dark damage on a hit. If the
target are knocked prone. user does not have an item held, the target must make a
Higher Levels: The damage dice roll for this move changes to DEX save against your Move DC or have their item stolen
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. by the user.
Taunt
Higher Levels: The damage dice roll for this move changes to
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Type: Dark
Move Power: WIS/CHA Thrash
Move Time: 1 action Type: Normal
PP: 10 Move Power: STR
Duration: 1 minute, Concentration Move Time: 1 action
Range: 40ft PP: 5
Description: You taunt an opponent to only attack you with Duration: Instantaneous
damaging attacks. Choose a target in range and force it to Range: Melee
make a WIS saving throw against your Move DC. On a Description: You thrash about wildly, doing several attacks
failure, the target can only use damaging attacks that target without control. Make a melee attack roll, doing 1d10 +
you for the duration. MOVE normal damage on a hit. After successfully hitting a
Teeter Dance
target, roll a d4. On a result of 3 or 4, you may immediately
hit again for an additional 1d10 normal damage. Continue
Type: Normal this process until you fail to roll a 3 or 4 on the d4 roll. At
Move Power: WIS/CHA the end of this attack, you become confused.
Move Time: 1 action Higher Levels: The damage dice rolls for this move change to
PP: 10 2d8 at level 5, 2d10 at level 10, and 4d6 at level 17.
Duration: Instantaneous
Range: 20ft Thunder
Description: You start to perform a difficult dance, confusing Type: Electric
all opponents in range. Opponents in a 20 foot circle around Move Power: STR/DEX
you must make a WIS save against your Move DC, Move Time: 1 action
becoming confused on a fail. PP: 5
Teleport
Duration: Instantaneous
Range: 20ft
Type: Psychic Description: Powerful electric energy arcs out from you,
Move Power: INT hitting any Pokémon in a 20 foot radius, centered on you.
Move Time: 1 action Pokémon caught in the area must make a DEX save against
PP: 10 your Move DC, taking 3d6 + MOVE electric damage on a
Duration: Instantaneous fail, and half as much on a success.
Range: 40ft Higher Levels: The damage dice roll for this move changes to
Description: You disappear from view and reappear at an 3d8 at level 5, 8d4 at level 10, and 9d6 at level 17.
unoccupied point within range. In wild Pokémon battles,
this move can be activated to automatically count as a Thunder Punch
single success in a group DEX check to run away. Type: Electric
Move Power: STR/DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: Your punches are imbued with electric energy.
Make a melee attack on a Pokémon, doing 2d6 + Move
normal damage and an additional 1d4 electric damage.
Higher Levels: The electric damage dealt increases to 2d4 at
level 5, 2d6 at level 10, and 4d6 at level 17.

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Thunder Shock Toxic


Type: Electric Type: Poison
Move Power: STR/DEX Move Power: CON
Move Time: 1 action Move Time: 1 action
PP: 15 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 20ft Range: 30ft
Description: You deliver an electric shock to an enemy Description: You send a downpour of potent, poisonous rain
Pokemon in range. Make a melee attack on a Pokémon, in a 5 foot radius, centered on a point within range. Targets
doing 1d6 + MOVE electric damage on a hit. in the area must make a CON save against your MOVE DC
Higher Levels: The damage dice roll for this move changes to or become poisoned. Pokémon poisoned by this move take
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. double the normal poison damage.
Thunder Wave Transform
Type: Electric Type: Normal
Move Power: STR/DEX Move Power: None
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: 1 minute, Concentration
Range: 60ft Range: 50ft
Description: You send a wave of electric energy that Description: You attempt to morph into a near-exact copy of a
surrounds a Pokémon in range. The Pokémon must make a Pokémon in range, as long as the base CR of the Pokémon
CON save against your Move DC or become paralyzed. is able to be controlled by your trainer. For the duration, you
Thunderbolt
copy all of the Pokémon’s stats and current moves, keeping
your own HP and level.
Type: Electric
Move Power: STR/DEX Tri Attack
Move Time: 1 action Type: Normal
PP: 10 Move Power: STR/DEX
Duration: Instantaneous Move Time: 1 action
Range: 60ft PP: 5
Description: You send a powerful bolt of electricity at a Duration: Instantaneous
Pokémon in range. Make a ranged attack roll, doing 2d8 + Range: Melee
MOVE electric damage on a hit. On a natural attack roll of Description: You strike out with three quick attacks in a row.
19 or 20, the target is paralyzed. Make three melee attack rolls, doing 1d6 + MOVE damage
Higher Levels: The damage dice roll for this move changes to on each hit. As soon as one attack misses, the move is over
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. and all other attacks automatically miss.
Tickle
Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Type: Normal
Move Power: DEX Trick
Move Time: 1 bonus action Type: Psychic
PP: 10 Move Power: WIS
Duration: Instantaneous Move Time: 1 action
Range: Melee PP: 5
Description: You turn your melee attack into a playful tickle. Duration: Instantaneous
As a bonus action at the end of a turn in which you used a Range: Melee
melee attack, force an opponent to make a CON saving Description: You move quickly to attempt to swap held items
throw against your Move DC. On a failure, the target with an opponent. Make a melee attack roll against an
flinches. opponent, swapping held items with them on a hit.
Torment Triple Kick
Type: Dark Type: Fighting
Move Power: DEX/WIS Move Power: STR/DEX
Move Time: 1 reaction Move Time: 1 action
PP: 3 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You send a dark energy to torment an opponent Description: You strike out with three consecutive kicks.
that attacks you. When hit by a melee or ranged attack, Make three melee attack rolls in order, doing 1d6 + MOVE
force the opponent to make a WIS saving throw against fighting damage on each hit. As soon as one attack misses,
your Move DC. On a failure, the opponent cannot use the the move is over and all other kicks automatically miss.
same move that hit you on its next turn. Higher Levels: The damage dice roll for this move changes to
1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.

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Twineedle Vine Whip


Type: Bug Type: Grass
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 15
Duration: Instantaneous Duration: Instantaneous
Range: 40ft Range: 15ft
Description: You fire two sharp projectiles at Pokémon in Description: You extend a sharp vine to whip the opponent
range. Make two melee attack rolls, doing 1d4 + MOVE with. Make a melee attack roll, doing 1d6 + MOVE grass
damage on each hit. damage on a hit.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
2d4 at level 5, 1d12 at level 10, and 4d4 at level 17. 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Twister Vital Throw
Type: Dragon Type: Fighting
Move Power: STR/DEX Move Power: STR
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 80ft Range: Melee
Description: You send a gust of swirling wind that tears Description: A slow fighting attack that pummels your foes.
through an opponent. Make a ranged attack on an As an action on your turn, you can choose to hold this move
opponent, doing 1d6 + MOVE on a hit. If the natural attack until next turn, where it will automatically hit for 1d12 +
roll is 16 or higher, the opponent flinches. MOVE fighting damage.
Higher Levels: The damage dice roll for this move changes to Higher Levels: The damage dice roll for this move changes to
1d12 at level 5, 2d8 at level 10, and 4d6 at level 17. 2d8 at level 5, 2d12 at level 10, and 8d4 at level 17.
Uproar Volt Tackle
Type: Normal Type: Electric
Move Power: STR/DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 5 PP: 10
Duration: 3 Rounds, Contentration Duration: Instantaneous
Range: 50ft Range: 15ft
Description: You cause an uproar on the battlefield up to 50 Description: You rush forward in a flash of electricity with
feet away from you in any direction for three rounds of extended reach, slamming into an opponent. Make a melee
combat. During the uproar, you cannot use any other Move, attack roll against an opponent, dealing 2d10 + Move
and any creature in range is prevented from falling asleep. electric damage on a hit. On a hit, you also take a third of
(This include creatures that would purposefully fall asleep the total (rounded down) in normal-type recoil damage.
using moves like Rest, Yawn, etc.) In addition, opponents Higher Levels: The damage dice roll for this moves changes
must make a CON save against your Move DC at the start of to 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
each turn. On a fail, the opponent takes 2d8 + MOVE Water Gun
normal damage.
Higher Levels: The damage dice roll for this move changes to Type: Water
2d10 at level 5, 3d10 at level 10, and 10d4 at level 17. Move Power: DEX
Move Time: 1 action
Vice Grip PP: 15
Type: Normal Duration: Instantaneous
Move Power: STR Range: 40ft
Move Time: 1 action Description: You fire a quick spurt of water at a Pokémon in
PP: 15 range. Make a ranged attack roll, doing 1d6 + MOVE water
Duration: Instantaneous damage on a hit.
Range: Melee Higher Levels: The damage dice roll for this move changes to
Description: You crush an opponent with a forceful, gripping 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
attack. Make a melee attack, doing 1d8 + MOVE normal
damage on a hit, grappling the opponent. On each
successive turn, if the Pokémon is still grappled, you may
use this move again (as an action) and automatically hit.
Higher Levels: The damage dice roll for this move changes to
2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.

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Water Pulse Weather Ball


Type: Water Type: Normal
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 5
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: 30ft
Description: You send a wave of ultrasonic aquatic energy at Description: You send a powerful ball of energy that changes
an opponent in range. Make a ranged attack roll, dealing type based on the surrounding weather, dealing 1d8 +
1d10 + MOVE water damage on a hit. On a natural attack MOVE damage of that type
roll of 17 or higher, the target is confused. Weather Type
Higher Levels: The damage dice roll for this moves changes
to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Bright Sunlight Fire

Water Sport Rain Water


Type: Water Sandstorm Rock
Move Power: DEX Hail or Snow Ice
Move Time: 1 action
PP: 10 Foggy or Cloudy Normal
Duration: Instantaneous
Range: Self Higher Levels: The damage dice roll for this moves
Description: You becomed soaked with water, reducing the changes to 2d6 at level 5, 4d4 at level 10, and 6d4 at level 17.
amount of fire damage you take. For the duration, you have Whirlpool
resistance to fire-type attacks. If you were already resistant,
you halve the already reduced damage. If you are immune Type: Water
to fire-type moves already, the move fails. Move Power: STR
Move Time: 1 action
Water Spout PP: 10
Type: Water Duration: Instantaneous
Move Power: STR/DEX Range: 60ft
Move Time: 1 action Description: You create a wave of water that swirls around an
PP: 3 opponent in range. Make a ranged attack roll. On a hit, the
Duration: Instantaneous target takes 1d6 + MOVE water damage and is grappled
Range: 30ft and restrained. At the beginning of each of its turns, it may
Description: You fire a blast of water at an opponent that attempt to escape with a STR save against your Move DC.
increases in power the more healthy you are. Make a On each successive turn, if the Pokémon is still grappled,
ranged attack roll against an opponent, doing 3d8 + MOVE you may use this move again (as an action) and
water damage on a hit if you are at or above 50% of your automatically hit.
health. If you are below 50%, halve the total damage done. Higher Levels: The damage dice roll for this move changes to
Higher Levels: The damage dice roll for this moves changes 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Whirlwind
Waterfall Type: Normal
Type: Water Move Power: DEX
Move Power: STR/DEX Move Time: 1 action
Move Time: 1 action PP: 10
PP: 10 Duration: Instantaneous
Duration: Instantaneous Range: Self
Range: 80ft Description: You create a whirlwind of spinning air around
Description: You create an intense waterfall that crashes you, increasing your AC by +2. When you activate this move,
down upon enemy Pokémon in a 10 foot radius, centered any Pokemon within 5 feet of you must succeed on a STR
on a point within range. Pokémon in the area must make a saving throw against your Move DC or fall prone. In wild
DEX save against your Move DC or take 2d6 + MOVE water Pokémon battles, this move can be activated to
damage and fall prone on a fail, or half as much on a save. automatically count as a single success in a group DEX
Higher Levels: The damage dice roll for this move changes to check to run away.
2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

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Will-O-Wisp Wrap
Type: Fire Type: Normal
Move Power: DEX Move Power: STR/DEX
Move Time: 1 action Move Time: 1 action
PP: 10 PP: 10
Duration: Instantaneous Duration: Instantaneous
Range: 30ft Range: Melee
Description: You send a sinister, white-hot flame at an Description: You attempt to grapple a target into submission.
opponent attempting to inflict a burn. Make a ranged attack Make a melee attack roll. On a hit, the target takes 1d4 +
roll on a target, causing burn on a hit. MOVE normal damage and is grappled and restrained. At
Wing Attack
the beginning of each of its turns, it may attempt to escape
with a STR save against your Move DC. On each successive
Type: Flying turn, if the Pokémon is still grappled, you may use this move
Move Power: STR/DEX again as a bonus action and automatically hit.
Move Time: 1 action Higher Levels: The damage dice rolls for this move change to
PP: 20 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Duration: Instantaneous
Range: Melee Yawn
Description: You strike out at an enemy Pokémon with your Type: Normal
wings. Make a ranged attack roll, doing 1d10 + MOVE flying Move Power: WIS/CHA
damage on a hit. Move Time: 1 action
Higher Levels: The damage dice roll for this move changes to PP: 5
2d8 at level 5, 5d4 at level 10, and 4d8 at level 17. Duration: 1 round
Wish
Range: 30ft
Description: You release a big yawn that causes an opponent
Type: Normal to become very drowsy. Choose a target in range. If that
Move Power: WIS/CHA target is still in the battle at the end of its next turn, it falls
Move Time: 1 action asleep.
PP: 5
Duration: 1 round Zap Cannon
Range: Self Type: Electric
Description: You send forth a healing wish that takes time to Move Power: STR/DEX
come true. At the end of your next turn, heal for 3d8 + Move Time: 1 action
MOVE hit points. PP: 3
Higher Levels: The damage dice roll for this moves changes Duration: Instantaneous
to 5d6 at level 5, 4d12 at level 10, and 8d8 at level 17. Range: 120ft
Withdraw
Description: You fire out an extreme blast of pure electric
energy at an opponent. Make a ranged attack against a foe
Type: Water in range, doing 2d10 + MOVE electric damage. If the
Move Power: None natural attack roll is 15 or higher, the target is paralyzed.
Move Time: 1 reaction Higher Levels: The damage dice roll for this move changes to
PP: 3 3d8 at level 5, 4d10 at level 10, and 9d6 at level 17.
Duration: Instantaneous
Range: Self
Description: When hit by a melee or ranged attack, you can
spend your reaction to increase your AC by +2 if it would
cause the attack to miss.
Higher Levels: Increase your AC by +3 at level 10 and above.

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11. Pokémon Stat Blocks


Below you will find the base statistics for each of the 386
Generation I, II, and III Pokémon at the lowest level they can
be found in the wild. Hint: Use CTRL-F to find the one you
need quickly!)*

Bulbasaur
Small Grass/Poison Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0) Ivysaur
Small Grass/Poison Type | Level 5 | SR 5
Proficient Skills: Athletics, Nature
Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic Armor Class: 15
Resistances: Electric, Fairy, Fighting, Grass, Water Hit Points: 45
Immunities: None Hit Dice: d8
Speed: 30ft. walking
Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight. STR DEX CON INT WIS CHA
Evolution: Bulbasaur can evolve into Ivysaur at level 6 15 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its Proficient Skills: Athletics, Nature
ability scores (max 20). Saving Throws: Strength
Vulnerabilities: Fire, Flying, Ice, Psychic
Moves Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None
Starting Moves: Tackle, Growl
Level 2: Vine Whip, Leech Seed Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight.
Level 6: Poison Powder, Sleep Powder, Take Down,
Razor Leaf Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its
Level 10: Sweet Scent, Growth, Double-Edge
grass-type moves.
Level 14: Synthesis
Evolution: Ivysaur can evolve into Venusaur at level
Learnable Moves: 14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
its ability scores (max 20).
43, 44, 45
HM: 01, 04, 05, 06
Moves
Starting Moves: Tackle, Growl, Leech Seed, Vine Whip
Level 6: Poison Powder, Sleep Powder, Take Down
Level 10: Razor Leaf, Sweet Scent
Level 14: Growth, Double-Edge
Level 18: Synthesis, Solar Beam
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
43, 44, 45
HM: 01, 04, 05, 06

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Venusaur
Medium Grass/Poison Type | Level 10 | SR 13

Armor Class: 16
Hit Points: 92
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


19 (+4) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Nature


Saving Throws: Strength, Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None

Chlorophyll: Damage rolls for this Pokemon get an


additional +2 during strong sunlight.
Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its
Charmander
Small Fire Type | Level 1 | SR 1/2
grass-type moves.
Armor Class: 13
Moves Hit Points: 16
Starting Moves: Tackle, Growl, Leech Seed, Vine Hit Dice: d6
Whip, Petal Dance, Poison Powder, Sleep Powder, Speed: 30ft. walking
Take Down, Razor Leaf, Sweet Scent
Level 14: Growth, Double-Edge STR DEX CON INT WIS CHA
Level 18: Synthesis, Solar Beam 12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Learnable Moves:
Proficient Skills: Acrobatics
TM: 05, 06, 09, 10, 11, 15, 17, 19, 21, 22, 26, 27, Saving Throws: Dexterity
32, 36, 42, 43, 44, 45 Vulnerabilities: Ground, Rock, Water
HM: 01, 04, 05, 06 Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Evolution: Charmander can evolve into Charmeleon at
level 6 and above. When it evolves, its health
increases by double its level, and it gains 6 points to
add to its ability scores (max 20).

Moves
Starting Moves: Growl, Scratch
Level 2: Ember, Smokescreen
Level 6: Dragon Rage, Scary Face
Level 10: Slash
Level 14: Flamethrower
Level 18: Fire Spin
Learnable Moves:
TM: 01, 02, 06, 10, 11, 17, 21, 23, 27, 28, 31, 32,
35, 38, 40, 42, 43, 44, 45, 50
HM: 01, 04, 06

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Charmeleon
Small Fire Type | Level 5 | SR 5

Armor Class: 14
Hit Points: 40
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 11 (+0) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Blaze: When this Pokémon falls below 10% of its
maximum HP, double the STAB damage for its fire-
type moves.
Evolution: Charmeleon can evolve into Charizard at
level 14 and above. When it evolves, its health
increases by double its level, and it gains 10 points
Charizard
Medium Fire/Flying Type | Level 10 | SR 13
to add to its ability scores (max 20).
Armor Class: 16
Moves Hit Points: 82
Starting Moves: Growl, Scratch, Ember, Smokescreen Hit Dice: d12
Speed: 30ft. walking, 30ft. flying
Level 6: Dragon Rage
Level 10: Scary Face STR DEX CON INT WIS CHA
Level 14: Slash 16 (+3) 19 (+4) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
Level 18: Flamethrower, Fire Spin
Learnable Moves: Proficient Skills: Acrobatics, Athletics
Saving Throws: Dexterity, Strength
TM: 01, 02, 06, 10, 11, 17, 21, 23, 27, 28, 31, 32, Vulnerabilities: Electric, Rock, Water
35, 38, 40, 42, 43, 44, 45, 50 Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
HM: 01, 04, 06 Immunities: Ground

Solar Power: Damage rolls for this Pokémon get an


additional +2 during strong sunlight.
Blaze: When this Pokémon falls below 10% of its
maximum HP, double the STAB damage for its fire-
type moves.

Moves
Starting Moves: Growl, Scratch, Ember, Dragon Claw,
Wing Attack, Smokescreen, Dragon Rage, Scary Face
Level 14: Slash
Level 18: Flamethrower, Fire Spin, Heat Wave
Learnable Moves:
TM: 01, 02, 05, 06, 10, 11, 15, 17, 21, 23, 26, 27,
28, 31, 32, 35, 38, 40, 42, 43, 44, 45, 47, 50
HM: 01, 02, 04, 06

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Squirtle
Small Water Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 30ft. walking, 20ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Torrent: When this Pokémon falls below 10% of its Wartortle


health, double the STAB damage for its water-type Small Water Type | Level 5 | SR 5
moves.
Evolution: Squirtle can evolve into Wartortle at level Armor Class: 15
6 and above. When it evolves, its health increases by Hit Points: 50
double its level, and it gains 6 points to add to its Hit Dice: d8
ability scores (max 20). Speed: 30ft. walking, 30ft. swimming

Moves STR DEX CON INT WIS CHA


Starting Moves: Tackle 14 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 2: Tail Whip, Water Gun, Withdraw
Proficient Skills: Survival
Level 6: Bubble, Bite, Rapid Spin Saving Throws: Constitution
Level 10: Protect, Water Pulse Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Level 14: Skull Bash, Iron Defense Immunities: None
Level 18: Rain Dance, Hydro Pump
Torrent: When this Pokémon falls below 10% of its
Learnable Moves: health, double the STAB damage for its water-type
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, moves.
28, 31, 32, 42, 43, 44, 45
Rain Dish: In rainy conditions, this Pokémon heals for
HM: 03, 04, 06, 07, 08 1d6 hit points at the end of each of its turns.
Evolution: Wartortle can evolve into Blastoise at level
14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
its ability scores (max 20).

Moves
Starting Moves: Tackle, Tail Whip, Water Gun,
Withdraw
Level 6: Bubble, Bite
Level 10: Rapid Spin, Protect
Level 14: Water Pulse, Skull Bash
Level 18: Iron Defense, Rain Dance, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27,
28, 31, 32, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Blastoise
Medium Water Type | Level 10 | SR 13

Armor Class: 17
Hit Points: 102
Hit Dice: d12
Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 19 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Torrent: When this Pokémon falls below 10% of its


health, double the STAB damage for its water-type
moves.
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.

Moves
Starting Moves: Tackle, Tail Whip, Water Gun,
Withdraw, Bubble, Bite, Rapid Spin, Protect Caterpie
Level 14: Water Pulse, Skull Bash Tiny Bug Type | Level 1 | SR 1/8

Level 18: Iron Defense, Rain Dance, Hydro Pump


Armor Class: 11
Learnable Moves: Hit Points: 15
Hit Dice: d6
TM: 01, 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21,
Speed: 20ft. walking
23, 26, 27, 28, 31, 32, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08
STR DEX CON INT WIS CHA
9 (-1) 10 (+0) 8 (-1) 6 (-2) 10 (+0) 14 (+2)

Proficient Skills: None


Saving Throws: None
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Run Away: While this Pokémon is active, the trainer


automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status effect that results from an
enemy move.
Evolution: Caterpie can evolve into Metapod at level
4 and above. When it evolves, its health increases by
double its level, and it gains 5 points to add to its
ability scores (max 20).

Moves
Starting Moves: String Shot, Tackle
Learnable Moves: None

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Metapod
Small Bug Type | Level 2 | SR 1

Armor Class: 12
Hit Points: 21
Hit Dice: d8
Speed: 5ft. walking

STR DEX CON INT WIS CHA


10 (+0) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Evolution: Metapod can evolve into Butterfree at level
6 and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20). Butterfree
Medium Bug/Flying Type | Level 5 | SR 6
Moves
Starting Moves: Harden Armor Class: 14
Hit Points: 53
Learnable Moves: None Hit Dice: d10
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Acrobatics, Persuasion


Saving Throws: Dexterity, Charisma
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground

Tinted Lens: This Pokémon’s moves ignore


resistances.
Compound Eyes: This Pokémon gets an additional +1
to attack rolls.

Moves
Starting Moves: Confusion, Gust
Level 6: Poison Powder, Sleep Powder, Stun Spore,
Psybeam, Silver Wind
Level 10: Supersonic, Safeguard
Level 14: Whirlwind
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 19, 20, 21, 22, 27, 29,
30, 32, 40, 42, 43, 44, 45, 46, 48
HM: 05

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Weedle
Tiny Bug/Poison Type | Level 1 | SR 1/8

Armor Class: 11
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


9 (-1) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: None


Saving Throws: None
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Run Away: While this Pokémon is active, the trainer


automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Shield Dust: Once per long rest, this Pokémon can
ignore a negative status effect that results from an
enemy move.
Evolution: Weedle can evolve into Kakuna at level 4
and above. When it evolves, its health increases by
double its level, and it gains 5 points to add to its
ability scores (max 20).

Moves Kakuna
Starting Moves: Poison Sting, String Shot Small Bug/Poison Type | Level 2 | SR 1
Learnable Moves: None
Armor Class: 12
Hit Points: 25
Hit Dice: d8
Speed: 5ft. walking

STR DEX CON INT WIS CHA


10 (+0) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Evolution: Kakuna can evolve into Beedrill at level 6
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20).

Moves
Starting Moves: Harden
Learnable Moves: None

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Beedrill
Medium Bug/Poison Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 57
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics, Intimidation


Saving Throws: Dexterity, Charisma
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Sniper: On a critical hit made by this Pokémon, triple


the dice roll instead of doubling it.
Pidgey
Tiny Normal/Flying Type | Level 1 | SR 1/4
Swarm: This Pokémon deals an additional 1d6
damage on attacks when it has 10% or less of its Armor Class: 12
maximum health. Hit Points: 16
Hit Dice: d6
Moves Speed: 20ft. walking, 25ft. flying
Starting Moves: Fury Attack, Twineedle, Fury Attack
STR DEX CON INT WIS CHA
Level 6: Rage, Pursuit
10 (+0) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 10: Focus Energy
Level 14: Pin Missile Proficient Skills: Perception
Level 18: Agility, Endeavor Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Learnable Moves: Resistances: Bug, Grass
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 31, 32, 36, Immunities: Ghost, Ground
40, 42, 43, 44 45, 46
Keen Eye: This Pokémon ignores disadvantage when
HM: 01, 06 it relates to sight.
Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.
Evolution: Pidgey can evolve into Pidgeotto at level 6
and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Tackle
Level 2: Sand Attack, Gust
Level 6: Quick Attack, Whirlwind
Level 10: Twister, Feather Dance
Level 14: Agility, Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44,
45, 46, 47
HM: 02

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Pidgeotto
Medium Normal/Flying Type | Level 5 | SR 3

Armor Class: 13
Hit Points: 40
Hit Dice: d8
Speed: 20ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


13 (+1) 14 (+2) 10 (+0) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Perception


Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.
Big Pecks: This Pokémon's AC cannot be reduces by
Pidgeot
Medium Normal/Flying Type | Level 8 | SR 10
an opponent's moves.
Evolution: Pidgeotto can evolve into Pidgeot at level Armor Class: 16
14 and above. When it evolves, its health increases Hit Points: 69
by double its level, and it gains 11 points to add to Hit Dice: d10
its ability scores (max 20). Speed: 30ft. walking, 40ft. flying

Moves
STR DEX CON INT WIS CHA
Starting Moves: Tackle, Sand Attack, Gust
14 (+2) 20 (+5) 12 (+1) 6 (-2) 14 (+2) 10 (+0)
Level 6: Quick Attack, Whirlwind
Level 10: Twister, Feather Dance Proficient Skills: Perception
Saving Throws: Dexterity
Level 14: Agility, Wing Attack Vulnerabilities: Electric, Ice, Rock
Level 18: Mirror Move Resistances: Bug, Grass
Immunities: Ghost, Ground
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44, Keen Eye: This Pokémon ignores disadvantage when
45, 46, 47 it relates to sight.
HM: 02 Tangled Feet: Attacks against this Pokémon have
disadvantage when it is confused.
Big Pecks: This Pokémon's AC cannot be reduces by
an opponent's moves.

Moves
Starting Moves: Gust, Quick Attack, Sand Attack,
Tackle, Whirlwind
Level 10: Twister, Feather Dance
Level 14: Agility, Wing Attack
Level 18: Mirror Move
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 40, 42, 43,
44, 45, 46, 47
HM: 02

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Rattata
Tiny Normal Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)

Proficient Skills: Perception, Stealth


Saving Throws: Dexterity
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Run Away: While this Pokémon is active, the trainer


automatically succeeds on their DEX roll to run away Raticate
from a wild Pokémon encounter. Small Normal Type | Level 5 | SR 5
Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect. Armor Class: 15
Hit Points: 40
Evolution: Rattata can evolve into Raticate at level 6 Hit Dice: d8
and above. When it evolves, its health increases by Speed: 30ft. walking
double its level, and it gains 10 points to add to its
ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 15 (+2) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 8 (-1)
Starting Moves: Tackle, Tail Whip
Proficient Skills: Perception, Stealth
Level 2: Quick Attack, Focus Energy, Bite Saving Throws: Dexterity
Level 6: Pursuit, Hyper Fang Vulnerabilities: Fighting
Resistances: None
Level 10: Crunch Immunities: Ghost
Level 14: Super Fang, Double-Edge, Endeavor
Run Away: While this Pokémon is active, the trainer
Learnable Moves: automatically succeeds on their DEX roll to run away
TM: 06, 10, 11, 12, 13, 14, 17, 18, 21, 23, 24, 25, from a wild Pokémon encounter.
27, 28, 30, 32, 34, 42, 43, 44, 45, 46
Guts: This Pokémon does an additional 1d6 damage
HM: 01, 06 on attacks when suffering a negative status effect.
Hustle: When this Pokémon scores a critical hit, it
may immediately use the same move to attack again
at disadvantage.

Moves
Starting Moves: Quick Attack, Tackle, Tail Whip,
Focus Energy, Scary Face, Swords Dance, Bite
Level 6: Pursuit
Level 10: Hyper Fang, Crunch
Level 14: Super Fang
Level 18: Double-Edge, Endeavor
Learnable Moves:
TM: 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 23, 24,
25, 27, 28, 30, 32, 34, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Spearow
Tiny Normal/Flying Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 10ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Perception


Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

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 can evolve into Fearow at level 6
and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
Fearow
Medium Normal/Flying Type | Level 5 | SR 5
ability scores (max 20).
Armor Class: 15
Moves Hit Points: 40
Starting Moves: Growl, Peck Hit Dice: d8
Speed: 15ft. walking, 40ft. flying
Level 2: Leer, Pursuit
Level 6: Fury Attack, Aerial Ace, Mirror Move STR DEX CON INT WIS CHA
Level 10: Agility 15 (+2) 16 (+3) 10 (+0) 6 (-2) 12 (+1) 10 (+0)
Level 14: Focus Energy
Level 18: Drill Peck Proficient Skills: Perception
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Electric, Ice, Rock
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44, Resistances: Bug, Grass
45, 46, 47 Immunities: Ghost, Ground
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.

Moves
Starting Moves: Growl, Leer, Peck, Pursuit
Level 6: Fury Attack, Aerial Ace, Mirror Move
Level 10: Agility
Level 14: Focus Energy
Level 18: Drill Peck
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 40, 42, 43,
44, 45, 46, 47
HM: 02

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Ekans
Medium Poison Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 11 (+0) 8 (-1) 10 (+0) 10 (+0)

Proficient Skills: Stealth, Deception


Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Intimidate: Once per short rest, 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 Arbok
of their turns. On a result of 4, they are cured. Large Poison Type | Level 5 | SR 6
Evolution: Ekans can evolve into Arbok at level 7 and
above. When it evolves, its health increases by Armor Class: 15
double its level, and it gains 8 points to add to its Hit Points: 40
ability scores (max 20). Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Leer, Wrap STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 10 (+0)
Level 2: Poison Sting, Bite
Level 6: Glare, Screech, Acid Proficient Skills: Stealth, Deception, Intimidation
Level 10: Spit Up, Stockpile, Swallow Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Level 18: Haze Resistances: Bug, Fairy, Fighting, Grass, Poison
Learnable Moves: Immunities: None
TM: 06, 10, 11, 17, 18, 19, 21, 23, 26, 27, 28, 32, Intimidate: Once per short rest, you can impose
36, 41, 42, 43, 44, 45, 46, 49 disadvantage on an enemy attack roll of your choice.
HM: 04
Shed Skin: If this Pokémon is affected by a negative
status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Bite, Crunch, Leer, Poison Sting,
Wrap
Level 6: Glare, Screech
Level 10: Acid, Spit Up, Stockpile, Swallow
Level 18: Haze
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 19, 21, 23, 26, 27, 28,
32, 36, 41, 42, 43, 44, 45, 46, 49
HM: 04

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Pikachu Raichu
Small Electric Type | Level 1 | SR 1/2 Medium Electric Type | Level 5 | SR 7

Armor Class: 13 Armor Class: 15


Hit Points: 16 Hit Points: 40
Hit Dice: d6 Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 12 (+1) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics, Persuasion Proficient Skills: Acrobatics


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel
Immunities: None Immunities: None

Lightning Rod: If an ally within 30 feet is attacked Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of themselves instead. This does not work on area of
effect moves. effect moves.
Evolution: Pikachu can evolve into Raichu at level 8 Static: When this Pokémon is hit by a melee attack,
and above with the help of a Thunder Stone. When it roll a d4. On a result of 4, the attacker takes 1d6
evolves, its health increases by double its level, and it electric damage.
gains 9 points to add to its ability scores (max 20).
Moves
Moves Starting Moves: Quick Attack, Tail Whip, Thunder
Starting Moves: Tail Whip, Thunder Shock Shock, Thunderbolt
Level 2: Growl, Quick Attack Learnable Moves:
Level 6: Thunder Wave TM: 01, 06, 10, 15, 16, 17, 18, 21, 23, 24, 25, 27,
28, 31, 32, 34, 42, 43, 44, 45, 46
Level 10: Double Team, Spark
HM: 04, 05, 06
Level 14: Discharge, Slam, Thunderbolt, Agility
Level 18: Light Screen, Thunder
Learnable Moves:
TM: 01, 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 28,
31, 32, 34, 42, 43, 44, 45
HM: 04, 05, 06

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Sandshrew
Small Ground Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


14 (+2) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Immunities: Electric

Sand Rush: This Pokémon’s speed is doubled in


desert terrain. Sandslash
Medium Ground Type | Level 5 | SR 7
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging. Armor Class: 16
Hit Points: 45
Evolution: Sandshrew can evolve into Sandslash at Hit Dice: d10
level 7 and above. When it evolves, its health Speed: 30ft. walking
increases by double its level, and it gains 10 points
to add to its ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Starting Moves: Defense Curl, Scratch, Sand Attack
Proficient Skills: Athletics
Level 2: Poison Sting, Rollout, Rapid Spin, Fury Cutter Saving Throws: Constitution, Strength
Level 6: Magnitude, Swift Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Level 10: Fury Swipes, Sand Tomb, Slash Immunities: Electric
Level 14: Dig
Sand Rush: This Pokémon’s speed is doubled in
Level 18: Swords Dance, Sandstorm, Earthquake desert terrain.
Learnable Moves:
Sand Veil: This Pokémon’s AC increases by 2 in
TM: 01, 06, 10, 11, 17, 21, 23, 26, 27, 28, 31, 32, desert terrain.
37, 39, 40, 42, 43, 44, 45, 46
Burrower: This Pokémon can burrow underground
HM: 01, 04, 06 traveling a distance equal to its walking speed before
re-emerging.

Moves
Starting Moves: Crush Claw, Defense Curl, Poison
Sting, Sand Attack, Scratch, Rollout, Rapid spin, Fury
cutter
Level 6: Magnitude, Swift
Level 10: Fury Swipes, Sand Tomb
Level 14: Slash, Dig
Level 18: Swords Dance, Sandstorm, Earthquake
Learnable Moves:
TM: 01, 06, 10, 11, 15, 17, 21, 23, 26, 27, 28, 31,
32, 37, 39, 40, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Nidoran ♀
Small Poison Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Perception


Saving Throws: Constitution
Vulnerabilities: Ground, Psychic Nidorina
Resistances: Bug, Fairy, Fighting, Grass, Poison Small Poison Type | Level 5 | SR 4
Immunities: None
Armor Class: 14
Rivalry: This Pokémon adds an additional 1d6 to Hit Points: 45
damage when attacking a Pokémon of the same Hit Dice: d8
type. Speed: 30ft. walking
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the STR DEX CON INT WIS CHA
target is poisoned.
14 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Evolution: Nidoran ♀ can evolve into Nidorina at
level 6 and above. When it evolves, its health
Proficient Skills: Perception
increases by double its level, and it gains 5 points to
Saving Throws: Constitution
add to its ability scores (max 20).
Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Moves Immunities: None
Starting Moves: Growl, Scratch
Rivalry: This Pokémon adds an additional 1d6 to
Level 2: Tail Whip, Double Kick damage when attacking a Pokémon of the same type.
Level 6: Poison Sting, Fury Swipes Poison Point: On melee attacks made by this
Level 10: Bite, Helping Hand Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned.
Level 14: Flatter
Hustle: When this Pokémon scores a critical hit, it
Level 18: Crunch, Poison Fang may immediately use the same move to attack again
Learnable Moves: at disadvantage.

TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25, Evolution: Nidorina can evolve into Nidoqueen at
27, 28, 32, 34, 36, 40, 42, 43, 44, 45, 46 level 14 and above with the help of a Moon Stone.
When it evolves, its health increases by double its
HM: 01, 04, 06 level, and it gains 12 points to add to its ability
scores (max 20).

Moves
Starting Moves: Growl, Scratch, Tail Whip, Double
Kick
Level 6: Poison Sting
Level 10: Fury Swipes, Bite
Level 14: Helping Hand
Level 18: Flatter, Crunch, Poison Fang
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
27, 28, 32, 34, 36, 40, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Nidoqueen Nidoran ♂
Medium Poison/Ground Type | Level 10 | SR 13 Small Poison Type | Level 1 | SR 1/4

Armor Class: 16 Armor Class: 12


Hit Points: 92 Hit Points: 17
Hit Dice: d12 Hit Dice: d6
Speed: 30ft. walking Speed: 20ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Perception, Survival Proficient Skills: Perception


Saving Throws: Constitution, Strength Saving Throws: Constitution
Vulnerabilities: Ground, Ice, Psychic, Water Vulnerabilities: Ground, Psychic
Resistances: Fairy, Fighting, Fire, Bug, Poison Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None Immunities: None

Rivalry: This Pokémon adds an additional 1d6 to Rivalry: This Pokémon adds an additional 1d6 to
damage when attacking a Pokémon of the same damage when attacking a Pokémon of the same
type. type.
Poison Point: On melee attacks made by this Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned. target is poisoned.
Sheer Force: This Pokémon deals an additional 1d6 Evolution: Nidoran ♂ can evolve into Nidorino at
damage while poisoned, burned, confused, or level 6 and above. When it evolves, its health
paralyzed. increases by double its level, and it gains 5 points to
add to its ability scores (max 20).
Moves
Starting Moves: Double Kick, Poison Sting, Scratch,
Moves
Tail Whip Starting Moves: Leer, Peck
Level 14: Body Slam Level 2: Focus Energy, Double Kick
Level 18: Superpower Level 6: Poison Sting, Fury Attack
Learnable Moves: Level 10: Horn Attack, Helping Hand
TM: 01, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, Level 14: Flatter
21, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36,
Level 18: Horn Drill
37, 38, 39, 40, 41, 42, 43, 44, 45, 46
Learnable Moves:
HM: 01, 03, 04, 06
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
27, 28, 32, 34, 36, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Nidorino Nidoking
Small Poison Type | Level 5 | SR 4 Medium Poison/Ground Type | Level 10 | SR 12

Armor Class: 14 Armor Class: 15


Hit Points: 45 Hit Points: 92
Hit Dice: d8 Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Perception Proficient Skills: Perception, Survival


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Ground, Psychic Vulnerabilities: Ground, Ice, Psychic, Water
Resistances: Bug, Fairy, Fighting, Grass, Poison Resistances: Fairy, Fighting, Fire, Bug, Poison
Immunities: None Immunities: None

Rivalry: This Pokémon adds an additional 1d6 to Rivalry: This Pokémon adds an additional 1d6 to
damage when attacking a Pokémon of the same damage when attacking a Pokémon of the same
type. type.
Poison Point: On melee attacks made by this Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned. target is poisoned.
Hustle: When this Pokémon scores a critical hit, it Sheer Force: This Pokémon deals an additional 1d6
may immediately use the same move to attack again damage while poisoned, burned, confused, or
at disadvantage. paralyzed.
Evolution: Nidorino can evolve into Nidoking at level
14 and above with the help of a Moon Stone. When Moves
it evolves, its health increases by double its level, and
it gains 12 points to add to its ability scores (max Starting Moves: Double Kick, Focus Energy, Peck,
20). Poison Sting, Thrash
Level 18: Megahorn
Moves Learnable Moves:
Starting Moves: Leer, Peck, Focus Energy, Double TM: 01, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18,
Kick 21, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36,
37, 38, 39, 41, 42, 43, 44, 45, 46
Level 6: Poison Sting
HM: 01, 03, 04, 06
Level 10: Fury Attack, Horn Attack
Level 14: Helping Hand
Level 18: Flatter, Horn Drill
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
27, 28, 32, 34, 36, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Clefairy Clefable
Small Fairy Type | Level 1 | SR 1 Medium Fairy Type | Level 5 | SR 8

Armor Class: 13 Armor Class: 15


Hit Points: 18 Hit Points: 46
Hit Dice: d8 Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1) 14 (+2) 15 (+2) 12 (+1) 6 (-2) 14 (+2) 14 (+2)

Proficient Skills: Insight, Persuasion Proficient Skills: Insight, Persuasion


Saving Throws: Wisdom, Charisma Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting Resistances: Bug, Dark, Fighting
Immunities: Dragon Immunities: Dragon

Magic Guard: If this Pokémon is subjected to a move Magic Guard: If this Pokémon is subjected to a move
that forces it to make a saving throw to take only half that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success. damage, it instead takes no damage on a success.
Cute Charm: Once per short rest, you can impose Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. disadvantage on an enemy attack roll of your choice.
Friend Guard: Once per long rest, when an ally within Friend Guard: Once per long rest, when an ally within
15 feet of this Pokémon is hit by an attack, it may 15 feet of this Pokémon is hit by an attack, it may
choose to halve the damage dealt. choose to halve the damage dealt.
Evolution: Clefairy can evolve into Clefable at level 8
and above with the help of a Moon Stone. When it Moves
evolves, its health increases by double its level, and it
gains 11 points to add to its ability scores (max 20). Starting Moves: Double Slap, Metronome, Minimize,
Sing, Spotlight

Moves Learnable Moves:


Starting Moves: Encore, Growl, Pound, Spotlight TM: 01, 03, 04, 06, 10, 11, 13, 14, 15, 16, 17, 18,
20, 21, 22, 23, 24, 25, 27, 28, 29, 30, 31, 32, 33,
Level 2: Sing, Double Slap 34, 35, 38, 42, 43, 44, 45, 49
Level 6: Defense Curl, Follow Me HM: 04, 05
Level 10: Minimize
Level 14: Metronome, Cosmic Power
Level 18: Body Slam, Moonlight, Meteor Mash
Learnable Moves:
TM: 01, 03, 04, 06, 10, 11, 13, 14, 16, 17, 18, 20,
21, 22, 23, 24, 25, 27, 28, 29, 30, 31, 32, 33, 34,
35, 38, 42, 43, 44, 45, 49
HM: 04, 05

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Vulpix Ninetales
Small Fire Type | Level 1 | SR 1/4 Small Fire Type | Level 5 | SR 7

Armor Class: 13 Armor Class: 17


Hit Points: 16 Hit Points: 40
Hit Dice: d6 Hit Dice: d10
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 14 (+2) 18 (+4) 11 (+0) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Perception, Investigation Proficient Skills: Perception, Investigation


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None Immunities: None

Flash Fire: This Pokémon takes no damage from fire. Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire- Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next type move, or in open flames, the Pokémon’s next
damage roll gets a +5. damage roll gets a +5.
Evolution: Vulpix can evolve into Ninetales at level 8 Drought: When this Pokémon enters an outside
and above with the help of a Fire Stone. When it battle, the weather immediately changes to bright
evolves, its health increases by double its level, and it sunlight. In the case of another Pokémon with a
gains 12 points to add to its ability scores (max 20). similar weather ability, the tie goes to the Pokémon
with the highest DEX score.
Moves
Starting Moves: Ember
Moves
Starting Moves: Confuse Ray, Flamethrower,
Level 2: Tail Whip, Roar, Quick Attack, Grudge Imprison, Quick Attack, Safeguard
Level 6: Confuse Ray, Fire Spin
Learnable Moves:
Level 10: Will-O-Wisp, Feint Attack
TM: 05, 06, 10, 11, 15, 17, 20, 21, 23, 27, 28, 32,
Level 14: Extrasensory, Safeguard 35, 38, 42, 43, 44, 45, 50
Level 18: Flamethrower, Imprison, Fire Blast, Grudge
Learnable Moves:
TM: 05, 06, 10, 11, 17, 20, 21, 23, 27, 28, 32, 35,
38, 42, 43, 44, 45, 50

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Jigglypuff Wigglytuff
Small Normal/Fairy Type | Level 1 | SR 1 Small Normal/Fairy Type | Level 5 | SR 6

Armor Class: 13 Armor Class: 15


Hit Points: 18 Hit Points: 46
Hit Dice: d8 Hit Dice: d10
Speed: 20ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 10 (+0) 6 (-2) 12 (+1) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 6 (-2) 14 (+2) 14 (+2)

Proficient Skills: Insight, Persuasion Proficient Skills: Insight, Persuasion


Saving Throws: Wisdom, Charisma Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel Vulnerabilities: Poison, Steel
Resistances: Bug, Dark Resistances: Bug, Dark
Immunities: Dragon, Ghost Immunities: Dragon, Ghost

Competitive: This Pokémon does an extra 1d6 Competitive: This Pokémon does an extra 1d6
damage when suffering from a negative effect. damage when suffering from a negative effect.
Cute Charm: Once per short rest, you can impose Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. disadvantage on an enemy attack roll of your choice.
Evolution: Jigglypuff can evolve into Wigglytuff at Friend Guard: Once per long rest, when an ally within
level 8 and above with the help of a Moon Stone. 15 feet of this Pokémon is hit by an attack, it may
When it evolves, its health increases by double its choose to halve the damage dealt.
level, and it gains 11 points to add to its ability
scores (max 20).
Moves
Starting Moves: Defense Curl, Disable, Double-Edge,
Moves Double Slap, Sing
Starting Moves: Sing, Defense Curl
Learnable Moves:
Level 2: Pound
TM: 01, 03, 06, 10, 11, 13, 14, 15, 16, 17, 18, 20,
Level 6: Disable, Double Slap 21, 22, 24, 25, 27, 28, 29, 30, 31, 32, 33, 34, 35,
38, 42, 43, 44, 45, 49
Level 10: Rollout, Spit Up, Stockpile, Swallow
HM: 04, 05
Level 14: Rest, Body Slam, Mimic
Level 18: Mimic, Double-Edge
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 16, 17, 18, 20, 21,
22, 24, 25, 27, 28, 29, 30, 31, 32, 33, 34, 35, 38,
42, 43, 44, 45, 49
HM: 04, 05

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Zubat
Small Poison/Flying Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

Proficient Skills: Stealth


Saving Throws: Dexterity
Vulnerabilities: Elecric, Ice, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Ground

Inner Focus: This Pokemon is immune to flinching


Evolution: Zubat can evolve into Golbat at level 7 and
above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its Golbat
ability scores (max 20). Medium Poison/Flying Type | Level 5 | SR 7

Moves Armor Class: 15


Hit Points: 45
Starting Moves: Absorb Hit Dice: d10
Speed: 10ft. walking, 30ft. flying
Level 2: Supersonic, Astonish, Bite
Level 6: Wing Attack, Confuse ray, Air cutter
STR DEX CON INT WIS CHA
Level 10: Swift, Poison fang
14 (+2) 18 (+4) 14 (+2) 6 (-2) 14 (+2) 8 (-1)
Level 14: Mean Look, Leech Life, Haze
Learnable Moves: Proficient Skills: Stealth
TM: 06, 10, 11, 12, 17, 18, 19, 20, 21, 30, 32, 36, Saving Throws: Dexterity, Constitution
40, 41, 42, 43, 44, 45, 46, 47, 49 Vulnerabilities: Elecric, Ice, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Ground

Inner Focus: This Pokemon is immune to flinching


Infiltrator: This Pokémon bypasses Light Screen and
Reflect
Evolution: Golbat can evolve into Crobat at level 14
and above. When it evolves, its health increases by
double its level, and it gains 5 points to add to its
ability scores (max 20).

Moves
Starting Moves: Absorb, Astonish, Bite, Screech,
Supersonic
Level 6: Wing Attack, Confuse Ray, Air cutter
Level 10: Swift, Poison fang
Level 14: Mean Look, Leech Life
Level 18: Haze
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 19, 20, 21, 30, 32,
36, 40, 41, 42, 43, 44, 45, 46, 47, 49

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Oddish
Small Grass/Poison Type | Level 1 | SR 1/4

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


11 (+0) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None

Chlorophyll: Damage rolls for this Pokemon get an Gloom


additional +2 during strong sunlight. Small Grass/Poison Type | Level 5 | SR 5
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away Armor Class: 14
from a wild Pokémon encounter. Hit Points: 45
Hit Dice: d8
Evolution: Oddish can evolve into Gloom at level 7 Speed: 20ft. walking
and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Moves
Starting Moves: Absorb, Growth Proficient Skills: Nature, Survival
Saving Throws: Constitution
Level 2: Sweet Scent, Acid Vulnerabilities: Fire, Flying, Ice, Psychic
Level 6: Poison Powder, Stun Spore, Sleep Powder Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None
Level 10: Mega Drain, Moonlight
Level 14: Giga Drain, Toxic Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight.
Level 18: Petal Dance
Learnable Moves: Stench: When this Pokémon is hit by a melee attack,
roll a d10. On a 10, the attacker flinches.
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
43, 44, 45 Evolution: Gloom can evolve into Vileplume at level
14 and above with the help of a Leaf Stone, or
HM: 01, 05 Bellossom at level 14 with the help of a Sun Stone.
When it evolves, its health increases by double its
level, and it gains 10 points to add to its ability
scores (max 20).

Moves
Starting Moves: Absorb, Acid, Growth, Sweet Scent
Level 6: Poison Powder, Stun Spore, Sleep Powder
Level 10: Mega Drain
Level 14: Moonlight, Giga Drain
Level 18: Toxic, Petal Dance
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
43, 44, 45
HM: 01, 05

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Vileplume
Small Grass/Poison Type | Level 10 | SR 13

Armor Class: 16
Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 6 (-2) 14 (+2) 14 (+2)

Proficient Skills: Nature, Survival, Persuasion


Saving Throws: Constitution, Charisma
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None

Chlorophyll: Damage rolls for this Pokemon get an


additional +2 during strong sunlight.
Effect Spore: When hit by a melee attack, roll a d4.
On a 4, do 1d6 poison damage to your attacker.
Paras
Small Bug/Grass Type | Level 1 | SR 1/4

Moves Armor Class: 13


Starting Moves: Aromatherapy, Mega Drain, Poison Hit Points: 18
Powder, Stun Spore Hit Dice: d6
Speed: 20ft. walking
Level 18: Petal Dance, Solar Beam
Learnable Moves: STR DEX CON INT WIS CHA
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 36, 12 (+1) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
42, 43, 44, 45
HM: 01, 05 Proficient Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Electric, Fighting, Grass, Ground, Water
Immunities: None

Effect Spore: When hit by a melee attack, roll a d4.


On a 4, do 1d6 poison damage to your attacker.
Evolution: Paras can evolve into Parasect at level 7
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20).

Moves
Starting Moves: Scratch
Level 2: Poison Powder, Stun Spore, Absorb
Level 6: Fury cutter
Level 10: Spore, Slash
Level 14: Growth
Level 18: Giga Drain, Aromatherapy
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 28, 32, 36,
40, 42, 43, 44, 45, 46
HM: 01, 05, 06

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Parasect
Medium Bug/Grass Type | Level 5 | SR 7

Armor Class: 15
Hit Points: 50
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Poison, Rock, Ice, Bug
Resistances: Electric, Fighting, Grass, Ground, Water
Immunities: None

Effect Spore: When hit by a melee attack, roll a d4.


Venonat
On a 4, do 1d6 poison damage to your attacker. Medium Bug/Poison Type | Level 1 | SR 1/2

Damp: This Pokémon is unaffected by Self Destruct Armor Class: 13


and Explosion moves. Hit Points: 16
Hit Dice: d6
Moves Speed: 20ft. walking
Starting Moves: Absorb, Poison Powder, Scratch, Stun
Spore STR DEX CON INT WIS CHA
Level 6: fury cutter 13 (+1) 11 (+0) 11 (+0) 6 (-2) 12 (+1) 10 (+0)
Level 10: Spore
Proficient Skills: Nature
Level 14: Slash, Growth Saving Throws: Constitution
Level 18: Giga Drain, Aromatherapy Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Learnable Moves: Immunities: None
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 28, 32,
36, 40, 42, 43, 44, 45, 46 Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
HM: 01, 05, 06 from a wild Pokémon encounter.
Compound Eyes: This Pokémon gets an additional +1
to attack rolls.
Evolution: Venonat can evolve into Venomoth at level
9 and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20).

Moves
Starting Moves: Disable, Foresight, Tackle
Level 2: Supersonic, Confusion
Level 6: Poison Powder, Psybeam
Level 10: Stun Spore, Signal Beam
Level 14: Sleep Powder, Leech Life
Level 18: Poison Fang, Psychic
Learnable Moves:
TM: 06, 10, 11, 19, 21, 22, 27, 29, 32, 36, 42, 43,
44, 45, 46, 48
HM: 05

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Venomoth
Medium Bug/Poison Type | Level 8 | SR 8

Armor Class: 15
Hit Points: 56
Hit Dice: d10
Speed: 10ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 12 (+1) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Nature


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Run Away: While this Pokémon is active, the trainer


automatically succeeds on their DEX roll to run away Diglett
from a wild Pokémon encounter. Tiny Ground Type | Level 1 | SR 1/2
Tinted Lens: This Pokémon’s moves ignore
resistances. Armor Class: 12
Hit Points: 18
Compound Eyes: This Pokémon gets an additional +1 Hit Dice: d6
to attack rolls. Speed: 20ft. walking

Moves
STR DEX CON INT WIS CHA
Starting Moves: Disable, Foresight, Gust, Silver Wind,
Supersonic, Tackle, Confusion, Poison Powder, 12 (+1) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Psybeam
Proficient Skills: Stealth, Athletics
Level 10: Stun Spore, Signal Beam Saving Throws: Dexterity
Level 14: Sleep Powder, Leech Life Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Level 18: Poison Fang, Psychic Immunities: Electric
Learnable Moves:
Sand Veil: This Pokémon’s AC increases by 2 in
TM: 06, 10, 11, 15, 19, 21, 22, 27, 29, 32, 36, 40, desert terrain.
42, 43, 44, 45, 46, 48
HM: 05 Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging.
Evolution: Diglett can evolve into Dugtrio at level 8
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its
ability scores (max 20).

Moves
Starting Moves: Sand Attack, Scratch
Level 2: Growl, Astonish
Level 6: Mud-Slap, Magnitude
Level 14: Dig, Slash
Level 18: Earthquake, Fissure
Learnable Moves:
TM: 06, 10, 11, 17, 21, 26, 27, 28, 32, 36, 39, 40,
42, 43, 44, 45, 46
HM: 01, 06

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Dugtrio
Medium Ground Type | Level 5 | SR 8

Armor Class: 15
Hit Points: 50
Hit Dice: d10
Speed: 20ft. walking

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Stealth, Athletics


Saving Throws: Dexterity, Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Immunities: Electric

Sand Veil: This Pokémon’s AC increases by 2 in


desert terrain. Meowth
Small Normal Type | Level 1 | SR 1/2
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging. Armor Class: 13
Hit Points: 16
Arena Trap: Wild Pokémon cannot flee from this Hit Dice: d6
Pokémon if it is active in battle, except if they are Speed: 30ft. walking
flying-type, or use the Levitate ability,.

Moves STR DEX CON INT WIS CHA


Starting Moves: Growl, Sand Attack, Sand Tomb, 10 (+0) 15 (+2) 10 (+0) 8 (-1) 10 (+0) 12 (+1)
Scratch, Tri Attack, Astonish
Proficient Skills: Persuasion, Deception, Sleight of
Level 6: Mud-Slap, Magnitude Hand
Level 14: Dig Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting
Level 18: Earthquake, Fissure Resistances: None
Learnable Moves: Immunities: Ghost
TM: 06, 10, 11, 15, 17, 21, 26, 27, 28, 32, 36, 39, Limber: This Pokémon is immune to being paralyzed.
40, 42, 43, 44, 45, 46
HM: 01, 06 Pick Up: If an opponent uses a consumable held item
in battle, this Pokémon gains a copy of it if it is not
currently holding an item.
Evolution: Meowth can evolve into Persian at level 8
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Scratch
Level 2: Bite, Fake Out
Level 6: fury Swipes, Screech
Level 10: Feint Attack, Taunt
Level 14: Pay Day, Slash
Learnable Moves:
TM: 03, 06, 10, 11, 12, 17, 18, 21, 23, 24, 25, 27,
28, 30, 32, 34, 40, 41, 42, 43, 44, 45, 46, 49
HM: 01, 05

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Persian
Medium Normal Type | Level 5 | SR 7

Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 10 (+0) 8 (-1) 12 (+1) 14 (+2)

Proficient Skills: Persuasion, Deception, Sleight of


Hand
Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost Psyduck
Small Water Type | Level 1 | SR 1/2
Limber: This Pokémon is immune to being paralyzed.
Armor Class: 13
Technician: For damaging moves activated by this Hit Points: 18
Pokémon with 15 PP or more, they may roll the Hit Dice: d6
damage twice and use the higher result. Speed: 20ft. walking
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.
STR DEX CON INT WIS CHA
Moves 11 (+0) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Starting Moves: Bite, Fake Out, Growl, Scratch, Swift Proficient Skills: Insight
Level 6: fury Swipes, Screech Saving Throws: Constitution, Wisdom
Vulnerabilities: Electric, Grass
Level 10: Feint Attack, Taunt Resistances: Fire, Ice, Steel, Water
Level 18: Slash Immunities: None
Learnable Moves: Water Weight: Once per short rest, this Pokémon
TM: 03, 05, 06, 10, 11, 12, 15, 17, 18, 21, 23, 24, gains temporary hit points equal to its level when
25, 27, 28, 30, 32, 34, 40, 41, 42, 43, 44, 45, 46, battling in coastal and swampy areas, or in rainy
49 conditions.
HM: 01, 05 Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Evolution: Psyduck can evolve into Golduck at level 9
and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Scratch, Water Sport
Level 2: Tail Whip, Water Gun, Confusion
Level 6: Fury Swipes, Water Pulse, Disable
Level 10: Screech
Level 14: Psych Up
Level 18: Amnesia, Hydro Pump
Learnable Moves:
TM: 01, 03, 04, 06, 07, 10, 13, 14, 17, 18, 21, 23,
27, 28, 31, 32, 40, 42, 43, 44, 45
HM: 03, 04, 05, 06, 07, 08

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Golduck
Medium Water Type | Level 8 | SR 10

Armor Class: 16
Hit Points: 72
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Insight


Saving Throws: Constitution, Wisdom
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Water Weight: Once per short rest, this Pokémon


gains temporary hit points equal to its level when
Mankey
battling in coastal and swampy areas, or in rainy Medium Fighting Type | Level 1 | SR 1/2
conditions.
Armor Class: 12
Damp: This Pokémon is unaffected by Self Destruct Hit Points: 16
and Explosion moves. Hit Dice: d6
Swift Swim: This Pokémon's swim speed is doubled Speed: 20ft. walking
in rainy conditions.
STR DEX CON INT WIS CHA
Moves
12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 8 (-1)
Starting Moves: Scratch, Tail Whip, Water Gun, Water
Sport, Confusion, Fury Swipes, Water Pulse, Disable Proficient Skills: Athletics, Acrobatics
Level 10: Screech Saving Throws: Dexterity, Strength
Vulnerabilities: Fairy, Flying, Psychic
Level 18: Psych Up, Amnesia, Hydro Pump Resistances: Bug, Dark, Rock
Learnable Moves: Immunities: None
TM: 01, 03, 04, 06, 07, 10, 13, 14, 15, 17, 18, 21, Anger Point: After suffering a critical hit, this
23, 27, 28, 31, 32, 40, 42, 43, 44, 45 Pokémon deals and extra 1d6 if its next attack hits.
HM: 03, 04, 05, 06, 07, 08
Vital Spirit: This Pokémon cannot be put to sleep.
Evolution: Mankey can evolve into Primeape at level 8
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20).

Moves
Starting Moves: Covet, Focus Energy, Leer, Low Kick,
Scratch
Level 2: Fury Swipes, Karate Chop
Level 6: Pursuit, Seismic Toss, Swagger
Level 10: Cross Chop
Level 14: Thrash
Level 18: Screech, Outrage
Learnable Moves:
TM: 01, 06, 08, 10, 11, 12, 17, 18, 21, 23, 24, 25,
26, 27, 28, 31, 32, 39, 40, 42, 43, 44, 45, 46, 50
HM: 04, 06

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Primeape
Medium Fighting Type | Level 5 | SR 6

Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 8 (-1)

Proficient Skills: Athletics, Acrobatics


Saving Throws: Dexterity, Strength
Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock
Immunities: None
Growlithe
Anger Point: After suffering a critical hit, this Small Fire Type | Level 1 | SR 1/2
Pokémon deals and extra 1d6 if its next attack hits.
Armor Class: 13
Vital Spirit: This Pokémon cannot be put to sleep. Hit Points: 16
Defiant: When this Pokémon is subject to an attack Hit Dice: d6
that lowers its AC or ability scores, it has advantage Speed: 25ft. walking
on the next attack.
STR DEX CON INT WIS CHA
Moves
13 (+1) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Focus Energy, Leer, Low Kick, Rage,
Scratch, Fury Swipes, Karate Chop Proficient Skills: Perception
Level 6: Pursuit, Seismic Toss Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water
Level 10: Swagger, Cross Chop Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Level 14: Thrash Immunities: None
Level 18: Screech, Outrage Flash Fire: This Pokémon takes no damage from fire.
Learnable Moves: Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next
TM: 01, 06, 08, 10, 11, 12, 15, 17, 18, 21, 23, 24, damage roll gets a +5.
25, 26, 27, 28, 31, 32, 39, 40, 42, 43, 44, 45, 46,
50 Intimidate: Once per short rest, you can impose
HM: 04, 06 disadvantage on an enemy attack roll of your choice.
Evolution: Growlithe can evolve into Arcanine at level
8 and above with the help of a Fire Stone. When it
evolves, its health increases by double its level, and it
gains 9 points to add to its ability scores (max 20).

Moves
Starting Moves: Bite, Roar
Level 2: Ember, Leer, Odor Sleuth
Level 6: Helping Hand, Flame Wheel
Level 10: Reversal, Take Down
Level 14: Agility, Flamethrower
Level 18: Crunch, Heat Wave, Outrage
Learnable Moves:
TM: 05, 06, 10, 11, 17, 21, 23, 27, 28, 32, 35, 38,
40, 42, 43, 44, 45, 46, 50
HM: 04, 06

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Arcanine
Medium Fire Type | Level 8 | SR 9

Armor Class: 16
Hit Points: 56
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 18 (+4) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Perception, Arcana


Saving Throws: Dexterity, Strength
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

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 Poliwag
damage roll gets a +5. Small Water Type | Level 1 | SR 1/4
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice. Armor Class: 13
Hit Points: 16
Justified: When this Pokémon is hit by a dark-type Hit Dice: d6
move, it gets advantage on its next attack. Speed: 20ft. walking, 25ft. swimming

Moves
STR DEX CON INT WIS CHA
Starting Moves: Bite, Odor Sleuth, Roar
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Extreme Speed
Learnable Moves: Proficient Skills: Acrobatics
Saving Throws: Dexterity
TM: 05, 06, 10, 11, 15, 17, 21, 23, 27, 28, 32, 35, Vulnerabilities: Electric, Grass
38, 40, 42, 43, 44, 45, 46, 50 Resistances: Fire, Ice, Steel
HM: 04, 06 Immunities: Water

Water Absorb: Water type moves do not damage this


Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Evolution: Poliwag can evolve into Poliwhirl at level 7
and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Water Sport
Level 2: Water Gun, Hypnosis, Bubble
Level 6: Double Slap, Rain Dance
Level 10: Body Slam, Bubble Beam
Level 14: Mud Shot, Belly Drum
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 28, 29,
32, 42, 43, 44, 45, 46
HM: 03, 07, 08

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Poliwhirl Poliwrath
Small Water Type | Level 5 | SR 3 Medium Water/Fighting Type | Level 10 | SR 12

Armor Class: 14 Armor Class: 16


Hit Points: 40 Hit Points: 87
Hit Dice: d8 Hit Dice: d12
Speed: 25ft. walking, 30ft. swimming Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0) 19 (+4) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Acrobatics, Athletics Proficient Skills: Acrobatics, Athletics


Saving Throws: Dexterity, Strength Saving Throws: Dexterity, Strength
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass, Psychic, Fairy, Flying
Resistances: Fire, Ice, Steel Resistances: Fire, Ice, Steel, Rock, Bug, Dar
Immunities: Water Immunities: Water

Water Absorb: Water type moves do not damage this Water Absorb: Water type moves do not damage this
Pokémon. Instead, half of any water damage done is Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP. absorbed, restoring the Pokémon's HP.
Damp: This Pokémon is unaffected by Self Destruct Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves. and Explosion moves.
Evolution: Poliwhirl can evolve into Poliwrath at level Swift Swim: This Pokémon's swim speed is doubled
14 and above with the help of a Water Stone, or in rainy conditions.
Politoad at level 14 while holding a King's Rock.
When it evolves, its health increases by double its
level, and it gains 12 points to add to its ability Moves
scores (max 20). Starting Moves: Bubble Beam, Double Slap, Hypnosis,
Submission
Moves Level 14: Dynamic Punch
Starting Moves: Hypnosis, Water Gun, Water Sport, Level 18: Mind Reader
Bubble
Learnable Moves:
Level 6: Double Slap, Rain Dance
TM: 01, 03, 06, 07, 08, 10, 13, 14, 15, 17, 18, 21,
Level 10: Body Slam, Bubble Beam 26, 27, 28, 29, 31, 32, 39, 42, 43, 44, 45, 46
Level 14: Mud Shot HM: 03, 04, 06, 07, 08
Level 18: Belly Drum, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27,
28, 29, 31, 32, 42, 43, 44, 45, 46
HM: 03, 04, 06, 07, 08

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Abra
Small Psychic Type | Level 1 | SR 1/2

Armor Class: 12
Hit Points: 15
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


9 (-1) 13 (+1) 8 (-1) 12 (+1) 12 (+1) 10 (+0)

Proficient Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None Kadabra
Medium Psychic Type | Level 5 | SR 6
Inner Focus: This Pokemon is immune to flinching
Armor Class: 14
Synchronize: If this Pokémon becomes burned, Hit Points: 35
paralyzed, or poisoned, its attacker receives the Hit Dice: d8
negative status effect as well (if not immune). Speed: 30ft. walking
Evolution: Abra can evolve into Kadabra at level 6 and
above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its STR DEX CON INT WIS CHA
ability scores (max 20). 11 (+0) 15 (+2) 10 (+0) 14 (+2) 14 (+2) 10 (+0)

Moves Proficient Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Starting Moves: Teleport, Scratch Vulnerabilities: Bug, Dark, Ghost
Learnable Moves: Resistances: Fighting, Psychic
Immunities: None
TM: 01, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 23,
27, 29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, Inner Focus: This Pokemon is immune to flinching
49
HM: 05 Magic Guard: If this Pokémon is subjected to a move
that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.
Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the
negative status effect as well (if not immune).
Evolution: Kadabra can evolve into Alakazam at level
14 and above. When it evolves, its health increases
by double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Confusion, Kinesis, Teleport
Level 6: Disable
Level 10: Psybeam, Reflect
Level 14: Recover, Psychic
Level 18: Role Play, Future Sight, Trick
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 23,
27, 29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48,
49
HM: 05

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Alakazam
Medium Psychic Type | Level 10 | SR 12

Armor Class: 17
Hit Points: 77
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 16 (+3) 16 (+3) 10 (+0)

Proficient Skills: Arcana, Insight


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Inner Focus: This Pokemon is immune to flinching Machop


Magic Guard: If this Pokémon is subjected to a move Small Fighting Type | Level 1 | SR 1/2
that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success. Armor Class: 12
Synchronize: If this Pokémon becomes burned, Hit Points: 17
paralyzed, or poisoned, its attacker receives the Hit Dice: d6
negative status effect as well (if not immune). Speed: 25ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Confusion, Kinesis, Teleport, Disable, 14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Psybeam, Reflect
Level 14: Recover, Psychic Proficient Skills: Athletics, Acrobatics
Saving Throws: Strength, Dexterity
Level 18: Calm Mind, Future Sight, Trick Vulnerabilities: Fairy, Flying, Psychic
Learnable Moves: Resistances: Bug, Dark, Rock
Immunities: None
TM: 01, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
23, 27, 29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, Guts: This Pokémon does an additional 1d6 damage
48, 49 on attacks when suffering a negative status effect.
HM: 05
Anger Point: After suffering a critical hit, this
Pokémon deals and extra 1d6 if its next attack hits.
Evolution: Machop can evolve into Machoke at level
8 and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Leer, Low Kick, Focus Energy
Level 2: Karate Chop, Foresight
Level 6: Seismic Toss, Revenge
Level 10: Knock Off, Vital Throw
Level 14: Submission, Bulk Up
Level 18: Cross Chop, Scary Face, Dynamic Punch
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 18, 26, 27, 28, 31, 32,
35, 38, 39, 42, 43, 44, 45, 46
HM: 04, 06

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Machoke Machamp
Medium Fighting Type | Level 5 | SR 5 Medium Fighting Type | Level 10 | SR 12

Armor Class: 14 Armor Class: 15


Hit Points: 45 Hit Points: 97
Hit Dice: d8 Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Acrobatics Proficient Skills: Athletics, Acrobatics


Saving Throws: Strength, Dexterity Saving Throws: Strength, Dexterity
Vulnerabilities: Fairy, Flying, Psychic Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock Resistances: Bug, Dark, Rock
Immunities: None Immunities: None

Guts: This Pokémon does an additional 1d6 damage Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect. on attacks when suffering a negative status effect.
Anger Point: After suffering a critical hit, this Anger Point: After suffering a critical hit, this
Pokémon deals and extra 1d6 if its next attack hits. Pokémon deals and extra 1d6 if its next attack hits.
Evolution: Machoke can evolve into Machamp at level Steadfast: Once per long rest, when this Pokémon
15 and above. When it evolves, its health increases fails a saving throw against a negative status effect, it
by double its level, and it gains 9 points to add to its can choose to pass instead.
ability scores (max 20).
Moves
Moves Starting Moves: Focus Energy, Karate Chop, Leer, Low
Starting Moves: Focus Energy, Karate Chop, Leer, Low Kick, Strength, Foresight, Seismic Toss, Revenge,
Kick, Foresight Knock Off, Vital Throw
Level 6: Seismic Toss, Revenge Level 18: Submission, Bulk Up, Cross Chop, Scary
Face, Dynamic Punch
Level 10: Knock Off, Vital Throw
Learnable Moves:
Level 14: Submission, Bulk Up
TM: 01, 06, 08, 10, 11, 15, 17, 18, 26, 27, 28, 31,
Level 18: Cross Chop, Scary Face, Dynamic Punch
32, 35, 38, 39, 42, 43, 44, 45, 46
Learnable Moves:
HM: 04, 06
TM: 01, 06, 08, 10, 11, 17, 18, 26, 27, 28, 31, 32,
35, 38, 39, 42, 43, 44, 45, 46
HM: 04, 06

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Bellsprout
Small Grass/Poison Type | Level 1 | SR 1/4

Armor Class: 11
Hit Points: 18
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None

Chlorophyll: Damage rolls for this Pokemon get an


additional +2 during strong sunlight. Weepinbell
Small Grass/Poison Type | Level 5 | SR 5
Evolution: Bellsprout can evolve into Weepinbell at
level 7 and above. When it evolves, its health
increases by double its level, and it gains 8 points to Armor Class: 13
add to its ability scores (max 20). Hit Points: 50
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Vine Whip
STR DEX CON INT WIS CHA
Level 2: Growth, Wrap 13 (+1) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 6: Sleep Powder, Poison Powder, Stun Spore
Level 10: Acid, Knock Off Proficient Skills: Nature, Survival
Saving Throws: Constitution
Level 14: Sweet Scent Vulnerabilities: Fire, Flying, Ice, Psychic
Level 18: Razor Leaf, Slam Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None
Learnable Moves:
TM: 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42, 43, Chlorophyll: Damage rolls for this Pokemon get an
44, 45, 46 additional +2 during strong sunlight.
HM: 01, 05 Gluttony: This Pokémon must eat its held berry when
it falls below ½ of its maximum HP.
Evolution: Weepinbell can evolve into Victreebel at
level 14 and above with the help of a Leaf Stone.
When it evolves, its health increases by double its
level, and it gains 9 points to add to its ability scores
(max 20).

Moves
Starting Moves: Growth, Vine Whip, Wrap
Level 6: Sleep Powder, Poison Powder, Stun Spore
Level 10: Acid
Level 14: Knock Off, Sweet Scent
Level 18: Razor Leaf, Slam
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 42,
43, 44, 45, 46
HM: 01, 05

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Victreebel
Medium Grass/Poison Type | Level 10 | SR 12

Armor Class: 14
Hit Points: 102
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Nature, Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None
Tentacool
Chlorophyll: Damage rolls for this Pokemon get an Medium Water/Poison Type | Level 1 | SR 2
additional +2 during strong sunlight.
Armor Class: 14
Gluttony: This Pokémon must eat its held berry when Hit Points: 18
it falls below ½ of its maximum HP. Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming
Moves
Starting Moves: Razor Leaf, Sleep Powder, Spit Up, STR DEX CON INT WIS CHA
Stockpile, Swallow, Sweet Scent, Vine Whip
14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
Level 18: Leaf Blade
Learnable Moves: Proficient Skills: Sleight of Hand
Saving Throws: Constitution
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 36, Vulnerabilities: Electric, Ground, Psychic
42, 43, 44, 45, 46 Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison,
HM: 01, 05 Steel, Water
Immunities: None

Liquid Ooze: If an enemy uses a leeching or absorb


move against this Pokémon, the Pokémon must
make a DC 12 CON save or become poisoned.
Clear Body: Other Pokémon's moves or abilities
cannot lower this Pokémon stats.
Evolution: Tentacool can evolve into Tentacruel at
level 8 and above. When it evolves, its health
increases by double its level, and it gains 8 points to
add to its ability scores (max 20).

Moves
Starting Moves: Poison Sting
Level 2: Supersonic, Constrict, Acid
Level 6: Water Pulse, Wrap
Level 10: Bubble Beam
Level 14: Barrier
Level 18: Screech, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 19, 21, 27, 32,
36, 42, 43, 44, 45, 46
HM: 01, 03, 07, 08

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Tentacruel
Medium Water/Poison Type | Level 5 | SR 8

Armor Class: 17
Hit Points: 50
Hit Dice: d10
Speed: 20ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 8 (-1)

Proficient Skills: Sleight of Hand


Saving Throws: Constitution, Strength
Vulnerabilities: Electric, Ground, Psychic
Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison,
Steel, Water
Immunities: None
Geodude
Liquid Ooze: If an enemy uses a leeching or absorb Small Rock/Ground Type | Level 1 | SR 1/2
move against this Pokémon, the Pokémon must
make a DC 12 CON save or become poisoned. Armor Class: 13
Hit Points: 18
Clear Body: Other Pokémon's moves or abilities Hit Dice: d6
cannot lower this Pokémon stats. Speed: 20ft. walking
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.
STR DEX CON INT WIS CHA
Moves 14 (+2) 9 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Acid, Constrict, Poison Sting, Proficient Skills: Athletics, Survival
Supersonic Saving Throws: Constitution
Level 6: Water Pulse, Wrap Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water
Level 10: Bubble Beam Resistances: Fire, Flying, Normal, Poison, Rock
Level 14: Barrier Immunities: Electric
Level 18: Screech, Hydro Pump Sturdy: This Pokémon cannot be KO’d from full
Learnable Moves: health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 19, 21, 27,
32, 36, 42, 43, 44, 45, 46 Rock Head: This Pokémon takes no recoil damage.
HM: 01, 03, 07, 08 Evolution: Geodude can evolve into Graveler at level
7 and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Defense Curl, Tackle
Level 2: Mud Sport, Rollout
Level 6: Magnitude, Rock Throw
Level 10: Self-Destruct
Level 14: Rock Blast, Earthquake
Level 18: Explosion, Double-Edge, Stone Edge
Learnable Moves:
TM: 01, 06, 10, 11, 17, 21, 26, 27, 28, 31, 32, 35,
37, 38, 39, 42, 43, 44, 45
HM: 04, 06

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Graveler Golem
Medium Rock/Ground Type | Level 5 | SR 6 Large Rock/Ground Type | Level 10 | SR 13

Armor Class: 15 Armor Class: 16


Hit Points: 50 Hit Points: 107
Hit Dice: d8 Hit Dice: d10
Speed: 25ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0) 19 (+4) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Constitution, Strength Saving Throws: Constitution, Strength
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water Water
Resistances: Fire, Flying, Normal, Poison, Rock Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric Immunities: Electric

Sturdy: This Pokémon cannot be KO’d from full Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. 0, it lowers it to 1HP instead.
Rock Head: This Pokémon takes no recoil damage. Rock Head: This Pokémon takes no recoil damage.
Sand Veil: This Pokémon’s AC increases by 2 in Sand Veil: This Pokémon’s AC increases by 2 in
desert terrain. desert terrain.
Evolution: Graveler can evolve into Golem at level 14
and above. When it evolves, its health increases by Moves
double its level, and it gains 9 points to add to its
ability scores (max 20). Starting Moves: Defense Curl, Mud Sport, Tackle,
Magnitude, Rock Throw, Self-Destruct

Moves Level 14: Rock Blast, Earthquake


Starting Moves: Defense Curl, Mud Sport, Tackle, Level 18: Explosion, Double-Edge, Stone Edge
Rollout Learnable Moves:
Level 6: Magnitude, Rock Throw TM: 01, 05, 06, 10, 11, 15, 17, 21, 26, 27, 28, 31,
32, 35, 37, 38, 39, 42, 43, 44, 45
Level 10: Self-Destruct
HM: 04, 06
Level 14: Rock Blast, Earthquake
Level 18: Explosion, Double-Edge, Stone Edge
Learnable Moves:
TM: 01, 06, 10, 11, 17, 21, 26, 27, 28, 31, 32, 35,
37, 38, 39, 42, 43, 44, 45
HM: 04, 06

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Ponyta Rapidash
Medium Fire Type | Level 1 | SR 1/2 Medium Fire Type | Level 10 | SR 11

Armor Class: 14 Armor Class: 16


Hit Points: 18 Hit Points: 78
Hit Dice: d8 Hit Dice: d10
Speed: 35ft. walking Speed: 50ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0) 16 (+3) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None Immunities: None

Flash Fire: This Pokémon takes no damage from fire. Flash Fire: This Pokémon takes no damage from fire.
Instead, immediately after taking a hit from a fire- Instead, immediately after taking a hit from a fire-
type move, or in open flames, the Pokémon’s next type move, or in open flames, the Pokémon’s next
damage roll gets a +5. damage roll gets a +5.
Flame Body: When hit by a melee attack, roll a d10. Flame Body: When hit by a melee attack, roll a d10.
On a 10, the attacker is burned. On a 10, the attacker is burned.
Evolution: Ponyta can evolve into Rapidash at level
10 and above. When it evolves, its health increases Moves
by double its level, and it gains 12 points to add to
its ability scores (max 20). Starting Moves: Ember, Fury Attack, Growl,
Megahorn, Quick Attack, Tail Whip, Flame Wheel,
Stomp, Fire Spin
Moves
Level 14: Take Down, Agility
Starting Moves: Growl, Tackle
Level 18: Fire Blast, Bounce
Level 2: Tail Whip, Ember
Learnable Moves:
Level 6: Flame Wheel, Stomp
TM: 06, 10, 11, 15, 17, 21, 22, 23, 27, 32, 35, 38,
Level 10: Fire Spin 42, 43, 44, 45, 50
Level 14: Take Down, Agility HM: 04
Level 18: Fire Blast, Bounce
Learnable Moves:
TM: 06, 10, 11, 17, 21, 22, 23, 27, 32, 35, 38, 42,
43, 44, 45, 50
HM: 04

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Slowpoke Slowbro
Medium Water/Psychic Type | Level 1 | SR 1/2 Medium Water/Psychic Type | Level 8 | SR 11

Armor Class: 12 Armor Class: 16


Hit Points: 20 Hit Points: 81
Hit Dice: d8 Hit Dice: d10
Speed: 15ft. walking, 25ft. swimming Speed: 20ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 14 (+2) 6 (-2) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 18 (+4) 6 (-2) 16 (+3) 10 (+0)

Proficient Skills: Insight, History Proficient Skills: Insight, History


Saving Throws: Constitution, Wisdom Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass Vulnerabilities: Bug, Dark, Electric, Ghost, Grass
Resistances: Fighting, Fire, Ice, Psychic, Steel Resistances: Fighting, Fire, Ice, Psychic, Steel
Immunities: None Immunities: None

Own Tempo: This Pokémon is immune to becoming Own Tempo: This Pokémon is immune to becoming
confused. confused.
Oblivious: This Pokémon is immune to moves that Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it. attempt to charm or taunt it.
Evolution: Slowpoke can evolve into Slowbro at level Regenerator: Once per long rest, this Pokémon
10 and above, or Slowking at level 10 and above regains hit points equal to its level when it returns to
while holding a King's Rock. When it evolves, its its Pokéball.
health increases by double its level, and it gains 14
points to add to its ability scores (max 20).
Moves
Starting Moves: Curse, Growl, Tackle, Withdraw,
Moves Yawn, Water Gun, Confusion, Disable
Starting Moves: Curse, Tackle, Yawn
Level 10: Headbutt
Level 2: Growl, Water Gun
Level 14: Water Pulse, Slack Off
Level 6: Confusion, Disable
Level 18: Amnesia, Psychic, Rain Dance, Psych Up
Level 10: Headbutt
Learnable Moves:
Level 14: Water Pulse, Slack Off, Amnesia
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 17, 18,
Level 18: Psychic, Rain Dance, Psych Up 20, 21, 13, 26, 27, 28, 29, 30, 31, 32, 35, 38, 42,
43, 44, 45, 48
Learnable Moves:
HM: 03, 04, 05, 06, 08
TM: 03, 04, 06, 07, 10, 11, 13, 14, 17, 18, 20, 21,
23, 26, 27, 28, 29, 30, 32, 35, 38, 42, 43, 44, 45,
48
HM: 03, 04, 05, 08

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Magnemite
Small Electric/Steel Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 0ft. walking, 20ft. flying

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 14 (+2) 8 (-1) 10 (+0) 8 (-1)

Proficient Skills: Insight, Acrobatics


Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Ground
Resistances: Bug, Dragon, Electric, Fairy, Grass, Ice,
Normal, Psychic, Rock
Immunities: Poison

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. Magneton
Magnet Pull: Steel opponents in battle with this Medium Electric/Steel Type | Level 5 | SR 8
Pokémon may not switch out or flee.
Evolution: Magnemite can evolve into Magneton at Armor Class: 16
level 8 and above. When it evolves, its health Hit Points: 50
increases by double its level, and it gains 11 points Hit Dice: d10
to add to its ability scores (max 20). Speed: 0ft. walking, 30ft. flying

Moves STR DEX CON INT WIS CHA


Starting Moves: Supersonic, Tackle 13 (+1) 15 (+2) 17 (+3) 8 (-1) 12 (+1) 8 (-1)
Level 2: Thunder Shock, Thunder Wave
Proficient Skills: Insight, Acrobatics
Level 6: Light Screen, Sonic Boom, Spark Saving Throws: Constitution
Level 10: Metal Sound Vulnerabilities: Fighting, Fire, Ground
Resistances: Bug, Dragon, Electric, Fairy, Grass, Ice,
Level 14: Screech, Discharge Normal, Psychic, Rock
Level 18: Lock-On, Zap Cannon Immunities: Poison
Learnable Moves: Sturdy: This Pokémon cannot be KO’d from full
TM: 06, 10, 11, 17, 18, 21, 24, 25, 27, 32, 33, 34, health. If a move takes this Pokémon from full HP to
42, 43, 44 0, it lowers it to 1HP instead.
HM: 05 Magnet Pull: Steel opponents in battle with this
Pokémon may not switch out or flee.

Moves
Starting Moves: Supersonic, Tackle, Thunder Shock,
Tri Attack, Thunder Wave
Level 6: Light Screen, Sonic Boom
Level 10: Spark, Metal Sound
Level 14: Screech
Level 18: Screech, Lock-On, Zap Cannon
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 24, 25, 27, 32, 33,
34, 42, 43, 44
HM: 05

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Farfetch'd
Small Normal/Flying Type | Level 1 | SR 3

Armor Class: 14
Hit Points: 25
Hit Dice: d8
Speed: 25ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Perception, Intimidation


Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


Doduo
it relates to sight. Medium Normal/Flying Type | Level 1 | SR 1/4

Inner Focus: This Pokemon is immune to flinching Armor Class: 12


Defiant: When this Pokémon is subject to an attack Hit Points: 17
that lowers its AC or ability scores, it has advantage Hit Dice: d6
on the next attack. Speed: 35ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Fury Cutter, Leer, Peck, Sand Attack 10 (+0) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 2: Fury Attack, Aerial Ace
Proficient Skills: Perception, Acrobatics
Level 6: Knock Off, Slash Saving Throws: Dexterity
Level 10: Air Cutter, Swords Dance Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Level 14: Agility Immunities: Ghost, Ground
Level 18: False Swipe
Run Away: While this Pokémon is active, the trainer
Learnable Moves: automatically succeeds on their DEX roll to run away
TM: 06, 10, 11, 17, 21, 23, 27, 32, 40, 42, 43, 44, from a wild Pokémon encounter.
45, 46, 47
Tangled Feet: Attacks against this Pokémon have
HM: 01, 02 disadvantage when it is confused.
Evolution: Doduo can evolve into Dodrio at level 9
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Peck
Level 2: Quick Attack, Rage
Level 6: Fury Attack, Pursuit
Level 10: Agility
Level 14: Uproar, Swords Dance, Jump Kick
Level 18: Drill Peck, Endeavor, Thrash
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44,
45, 46, 47
HM: 02

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Dodrio
Medium Normal/Flying Type | Level 8 | SR 9

Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 50ft. walking

STR DEX CON INT WIS CHA


16 (+3) 19 (+4) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Perception, Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Run Away: While this Pokémon is active, the trainer


automatically succeeds on their DEX roll to run away
Seel
from a wild Pokémon encounter. Medium Water Type | Level 1 | SR 1/2

Early Bird: This Pokémon has advantage on rolls to Armor Class: 14


wake from sleep. Hit Points: 17
Tangled Feet: Attacks against this Pokémon have Hit Dice: d6
disadvantage when it is confused. Speed: 10ft. walking, 30ft. swimming

Moves STR DEX CON INT WIS CHA


Starting Moves: Growl, Peck, Quick Attack, Rage, Tri 13 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Attack, Fury Attack, Pursuit
Level 10: Agility Proficient Skills: Acrobatics
Saving Throws: Dexterity
Level 14: Uproar, Swords Dance Vulnerabilities: Electric, Grass
Level 18: Jump Kick, Drill Peck, Endeavor, Thrash Resistances: Fire, Ice, Steel, Water
Immunities: None
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 21, 27, 32, 40, 41, Thick Fat: This Pokémon takes quarter damage from
42, 43, 44, 45, 46, 47 Fire and Ice type moves.
HM: 02 Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.
Evolution: Seel can evolve into Dewgong at level 9
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its
ability scores (max 20).

Moves
Starting Moves: Headbutt, Growl
Level 2: Water Sport, Icy Wind
Level 6: Encore, Rest
Level 10: Aurora Beam
Level 14: Take Down
Level 18: Dive, Ice Beam, Safeguard, Hail
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32,
42, 43, 44, 45, 46
HM: 03, 07, 08

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Dewgong
Medium Water/Ice Type | Level 8 | SR 10

Armor Class: 16
Hit Points: 64
Hit Dice: d10
Speed: 15ft. walking, 50ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Fighting, Grass, Rock
Resistances: Ice, Water
Immunities: None

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Hydration: This Pokémon is unaffected by negative
Grimer
Medium Poison Type | Level 1 | SR 1/2
status ailments in water or during rainy conditions.
Ice Body: In hailey weather, this Pokémon heals for Armor Class: 12
1d6 hit points at the end of each of its turns. Hit Points: 19
Hit Dice: d6
Moves Speed: 15ft. walking
Starting Moves: Growl, Headbutt, Icy Wind, Sheer
Cold, Signal Beam, Encore STR DEX CON INT WIS CHA
Level 10: Rest, Aurora Beam 14 (+2) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 8 (-1)
Level 14: Take Down
Proficient Skills: Stealth
Level 18: Dive, Ice Beam, Safeguard, Hail Saving Throws: Constitution
Learnable Moves: Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 27, Immunities: None
32, 42, 43, 44, 45, 46
HM: 03, 07, 08 Stench: When this Pokémon is hit by a melee attack,
roll a d10. On a 10, the attacker flinches.
Sticky Hold: Held items cannot be stolen from this
Pokémon.
Evolution: Grimer can evolve into Muk at level 10 and
above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Poison Gas, Pound
Level 2: Harden, Mud-Slap
Level 6: Disable, Sludge
Level 10: Minimize
Level 14: Sludge Bomb, Screech
Level 18: Acid Armor, Memento
Learnable Moves:
TM: 06, 10, 11, 12, 17, 18, 19, 21, 24, 25, 27, 28,
32, 34, 35, 36, 38, 39, 41, 42, 43, 44, 45, 46

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Muk
Medium Poison Type | Level 8 | SR 8

Armor Class: 16
Hit Points: 44
Hit Dice: d10
Speed: 20ft. walking

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 20 (+5) 6 (-2) 12 (+1) 8 (-1)

Proficient Skills: Stealth


Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Poison Touch: When this Pokémon is hit with a


Shellder
melee attack, roll a 1d4. On a result of 4, the attacker Small Water Type | Level 1 | SR 1/2
takes 1d6 poison damage.
Armor Class: 14
Sticky Hold: Held items cannot be stolen from this Hit Points: 18
Pokémon. Hit Dice: d6
Stench: When this Pokémon is hit by a melee attack, Speed: 5ft. walking, 15ft. swimming
roll a d10. On a 10, the attacker flinches.
STR DEX CON INT WIS CHA
Moves
12 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Harden, Mud-Slap, Poison Gas,
Pound, Disable, Sludge Proficient Skills: Survival
Level 10: Minimize Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Level 14: Sludge Bomb Resistances: Fire, Ice, Steel, Water
Level 18: Screech, Acid Armor, Memento Immunities: None
Learnable Moves: Shell Armor: This Pokémon is immune to extra
TM: 01, 06, 10, 11, 12, 15, 17, 18, 19, 21, 24, 25, damage dealt by a Critical Hit.
27, 28, 31, 32, 34, 35, 36, 38, 39, 41, 42, 43, 44,
45, 46 Skill Link: On combo moves like Fury Swipes, Comet
Punch, etc., this Pokémon is guaranteed to hit at
HM: 04, 06 least twice.
Evolution: Shellder can evolve into Cloyster at level 8
and above with the help of a Water Stone. When it
evolves, its health increases by double its level, and it
gains 9 points to add to its ability scores (max 20).

Moves
Starting Moves: Tackle, Water Gun
Level 2: Withdraw, Supersonic
Level 6: Icicle Spear, Protect
Level 10: Leer, Clamp
Level 14: Aurora Beam, Whirlpool
Level 18: Iron Defense, Ice Beam, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 20, 21, 27, 32,
42, 43, 44, 45
HM: 03, 08

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Cloyster
Medium Water/Ice Type | Level 5 | SR 8

Armor Class: 18
Hit Points: 50
Hit Dice: d12
Speed: 5ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution, Strength
Vulnerabilities: Electric, Fighting, Grass, Rock
Resistances: Ice, Water
Immunities: None

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Skill Link: On combo moves like Fury Swipes, Comet
Punch, etc., this Pokémon is guaranteed to hit at
Gastly
Medium Ghost/Poison Type | Level 1 | SR 1/2
least twice.
Overcoat: This Pokémon does not take damage from Armor Class: 12
weather-related moves like Hail, Weather Ball, etc. Hit Points: 16
Hit Dice: d6
Moves Speed: 0ft. walking, 30ft. flying
Starting Moves: Aurora Beam, Hydro Pump, Protect,
Supersonic, Withdraw STR DEX CON INT WIS CHA
Level 6: Spike Cannon 9 (-1) 13 (+1) 11 (+0) 6 (-2) 14 (+2) 10 (+0)
Level 14: Spikes
Proficient Skills: Stealth, Deception
Learnable Moves: Saving Throws: Constitution
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 27, Vulnerabilities: Dark, Ghost, Psychic
32, 41, 42, 43, 44, 45 Resistances: Bug, Fairy, Grass, Poison
Immunities: Fighting, Normal, Ground
HM: 03, 08
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Levitate: This Pokemon is immune to ground moves
Evolution: Gastly can evolve into Haunter at level 7
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20).

Moves
Starting Moves: Hypnosis, Lick
Level 2: Spite, Mean Look
Level 6: Curse, Night Shade
Level 10: Confuse Ray
Level 14: Shadow Ball, Dream Eater
Level 18: Destiny Bond, Nightmare
Learnable Moves:
TM: 06, 10, 11, 12, 17, 18, 19, 21, 24, 27, 29, 30,
32, 36, 41, 42, 43, 44, 45, 46, 48, 49

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Haunter
Medium Ghost/Poison Type | Level 5 | SR 5

Armor Class: 14
Hit Points: 40
Hit Dice: d10
Speed: 0ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


12 (+1) 15 (+2) 13 (+1) 6 (-2) 15 (+2) 10 (+0)

Proficient Skills: Stealth, Deception


Saving Throws: Constitution
Vulnerabilities: Dark, Ghost, Psychic
Resistances: Bug, Fairy, Grass, Poison
Immunities: Fighting, Normal, Ground

Intimidate: Once per short rest, you can impose


disadvantage on an enemy attack roll of your choice.
Levitate: This Pokemon is immune to ground moves
Evolution: Haunter can evolve into Gengar at level 14
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
Gengar
Medium Ghost/Poison Type | Level 10 | SR 12
ability scores (max 20).
Armor Class: 15
Moves Hit Points: 92
Starting Moves: Hypnosis, Lick, Shadow Punch, Spite, Hit Dice: d12
Mean Look Speed: 30ft. walking, 30ft. flying

Level 6: Curse, Night Shade


STR DEX CON INT WIS CHA
Level 10: Confuse Ray
14 (+2) 18 (+4) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
Level 14: Shadow Ball
Level 18: Dream Eater, Destiny Bond, Nightmare Proficient Skills: Stealth, Deception
Learnable Moves: Saving Throws: Constitution, Charisma
Vulnerabilities: Dark, Ghost, Psychic
TM: 06, 10, 11, 12, 17, 18, 19, 21, 24, 27, 29, 30, Resistances: Bug, Fairy, Grass, Poison
32, 34, 41, 42, 43, 44, 45, 46, 48, 49 Immunities: Fighting, Normal, Ground

Intimidate: Once per short rest, you can impose


disadvantage on an enemy attack roll of your choice.
Cursed Body: When hit by a melee attack, this
Pokémon may roll 1d4. On a result of 4, the
opponent who made the attack cannot use the same
move on its next turn.

Moves
Starting Moves: Hypnosis, Lick, Shadow Punch, Spite,
Mean Look, Curse, Night Shade, Confuse Ray
Level 14: Shadow Ball
Level 18: Dream Eater, Destiny Bond, Nightmare
Learnable Moves:
TM: 01, 06, 10, 11, 12, 15, 17, 18, 19, 21, 24, 25,
27, 29, 30, 31, 32, 36, 41, 42, 43, 44, 45, 46, 48,
49
HM: 04, 06

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Onix
Huge Rock/Ground Type | Level 5 | SR 10

Armor Class: 17
Hit Points: 65
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Constitution, Strength
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water
Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.
Drowzee
Medium Psychic Type | Level 1 | SR 1/2
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before Armor Class: 14
re-emerging. Hit Points: 17
Rock Head: This Pokémon takes no recoil damage. Hit Dice: d6
Speed: 25ft. walking
Evolution: Onix can evolve into Steelix at level 12
and above while holding a Steel Coat. When it
evolves, its health increases by double its level, and it STR DEX CON INT WIS CHA
gains 7 points to add to its ability scores (max 20).
13 (+1) 10 (+0) 12 (+1) 6 (-2) 14 (+2) 8 (-1)
Moves Proficient Skills: Insight, Persuasion
Starting Moves: Bind, Harden, Mud Sport, Tackle, Saving Throws: Intelligence, Wisdom
Curse, Rock Throw, Rock Tomb Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Level 6: Rage Immunities: None
Level 10: Dragon Breath, Slam
Inner Focus: This Pokemon is immune to flinching
Level 14: Screech, Rock Slide
Level 18: Iron Tail, Dig, Stone Edge, Double-Edge, Insomnia: This Pokémon is immune to sleep.
Sandstorm Evolution: Drowzee can evolve into Hypno at level 8
Learnable Moves: and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
TM: 05, 06, 10, 11, 12, 17, 21, 23, 26, 27, 28, 32, ability scores (max 20).
37, 39, 41, 42, 43, 44, 45
HM: 04, 06 Moves
Starting Moves: Hypnosis, Pound
Level 2: Disable, Confusion
Level 6: Headbutt, Poison Gas
Level 10: Meditate, Psybeam
Level 14: Psych Up
Level 18: Swagger, Psychic, Future Sight
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27,
29, 30, 31, 32, 33, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05

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Hypno
Medium Psychic Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 13 (+1) 8 (-1) 16 (+3) 8 (-1)

Proficient Skills: Insight, Persuasion


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Inner Focus: This Pokemon is immune to flinching Krabby


Insomnia: This Pokémon is immune to sleep. Small Water Type | Level 1 | SR 1/4

Moves Armor Class: 13


Hit Points: 17
Starting Moves: Confusion, Disable, Future Sight, Hit Dice: d6
Hypnosis, Nightmare, Pound Speed: 30ft. walking, 20ft. swimming
Level 6: Headbutt, Poison Gas
Level 10: Meditate, Psybeam STR DEX CON INT WIS CHA
Level 14: Psych Up 14 (+2) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
Level 18: Swagger, Psychic
Proficient Skills: Survival, Sleight of Hand
Learnable Moves: Saving Throws: Constitution
TM: 01, 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27, Vulnerabilities: Electric, Grass
29, 30, 31, 32, 33, 41, 42, 43, 44, 45, 46, 48, 49 Resistances: Fire, Ice, Steel, Water
Immunities: None
HM: 05
Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Hyper Cutter: This Pokémon’s ability modifiers
cannot be decreased by an opponent’s moves.
Evolution: Krabby can evolve into Kingler at level 8
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Bubble, Mud Sport
Level 2: Vice Grip, Leer, Harden
Level 6: Bubble Beam, Mud Shot
Level 10: Metal Claw, Stomp
Level 14: Protect, Guillotine, Slam
Level 18: Crabhammer, Flail
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 28, 32,
39, 42, 43, 44, 45, 46
HM: 01, 03, 04, 06, 08

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Kingler
Medium Water Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 8 (-1)

Proficient Skills: Survival, Sleight of Hand


Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Shell Armor: This Pokémon is immune to extra


Voltorb
damage dealt by a Critical Hit. Small Electric Type | Level 1 | SR 1/2

Hyper Cutter: This Pokémon’s ability modifiers Armor Class: 14


cannot be decreased by an opponent’s moves. Hit Points: 17
Sheer Force: This Pokémon deals an additional 1d6 Hit Dice: d6
damage while poisoned, burned, confused, or Speed: 20ft. walking
paralyzed.
STR DEX CON INT WIS CHA
Moves
12 (+1) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 8 (-1)
Starting Moves: Bubble, Leer, Mud Sport, Vice Grip,
Harden Proficient Skills: Stealth
Level 6: Bubble Beam, Mud Shot Saving Throws: Constitution
Vulnerabilities: Ground
Level 10: Metal Claw, Stomp Resistances: Electric, Flying, Steel
Level 14: Protect, Slam Immunities: None
Level 18: Guillotine, Crabhammer, Flail Static: When this Pokémon is hit by a melee attack,
Learnable Moves: roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 28,
32, 39, 42, 43, 44, 45, 46 Soundproof: This Pokémon is immune to sound-
HM: 01, 03, 04, 06, 08 based moves.
Evolution: Voltorb can evolve into Electrode at level 8
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20).

Moves
Starting Moves: Charge, Tackle
Level 2: Sonic Boom, Spark
Level 6: Rollout, Screech
Level 10: Swift, Self-Destruct
Level 14: Light Screen
Level 18: Discharge, Explosion, Mirror Coat
Learnable Moves:
TM: 06, 10, 12, 16, 17, 18, 21, 24, 25, 27, 32, 34,
41, 42, 43, 44, 46
HM: 05

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Electrode Exeggcute
Medium Electric Type | Level 5 | SR 7 Tiny Grass/Psychic Type | Level 1 | SR 1/2

Armor Class: 17 Armor Class: 14


Hit Points: 35 Hit Points: 19
Hit Dice: d10 Hit Dice: d8
Speed: 30ft. walking Speed: 20ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Stealth Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice,
Resistances: Electric, Flying, Steel Poison
Immunities: None Resistances: Electric, Fighting, Grass, Ground,
Psychic, Water
Static: When this Pokémon is hit by a melee attack, Immunities: None
roll a d4. On a result of 4, the attacker takes 1d6
electric damage. Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight.
Aftermath: This Pokémon deals damage to an
attacker equal to half of the damage received when Harvest: At the end of this Pokémon's turn, if it used
knocked out by a melee move. a berry, roll 1d4. On a result of 3 or 4, it regains that
berry as a held item.
Soundproof: This Pokémon is immune to sound-
based moves. Evolution: Exeggcute can evolve into Exeggutor at
level 8 and above with the help of a Leaf Stone.
When it evolves, its health increases by double its
Moves level, and it gains 11 points to add to its ability
Starting Moves: Charge, Sonic Boom, Tackle, Spark scores (max 20).
Level 6: Rollout, Screech
Moves
Level 10: Swift, Self-Destruct
Starting Moves: Barrage, Hypnosis, Uproar
Level 14: Light Screen
Level 2: Reflect, Leech Seed
Level 18: Discharge, Explosion, Mirror Coat
Level 6: Bullet Seed, Stun Spore
Learnable Moves:
Level 10: Poison Powder, Sleep Powder
TM: 06, 10, 12, 15, 16, 17, 18, 21, 24, 25, 27, 32,
34, 41, 42, 43, 44, 46 Level 14: Confusion
HM: 05 Level 18: Solar Beam, Extrasensory
Learnable Moves:
TM: 06, 09, 10, 11, 16, 17, 19, 21, 22, 27, 29, 32,
33, 36, 42, 43, 44, 45, 46, 48
HM: 05

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Exeggutor Cubone
Medium Grass/Psychic Type | Level 5 | SR 8 Small Ground Type | Level 1 | SR 1/2

Armor Class: 15 Armor Class: 14


Hit Points: 51 Hit Points: 17
Hit Dice: d10 Hit Dice: d6
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Nature Proficient Skills: Survival


Saving Throws: Dexterity Saving Throws: Constitution
Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice, Vulnerabilities: Grass, Ice, Water
Poison Resistances: Poison, Rock
Resistances: Electric, Fighting, Grass, Ground, Immunities: Electric
Psychic, Water
Immunities: None Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight. Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can
Harvest: At the end of this Pokémon's turn, if it used choose to use a reaction to redirect that attack to
a berry, roll 1d4. On a result of 3 or 4, it regains that themselves instead. This does not work on area of
berry as a held item. effect moves.
Evolution: Cubone can evolve into Marowak at level 8
Moves and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
Starting Moves: Barrage, Confusion, Hypnosis, Stomp ability scores (max 20).
Level 10: Egg Bomb
Learnable Moves: Moves
TM: 06, 09, 10, 11, 15, 16, 17, 19, 21, 22, 27, 29, Starting Moves: Growl, Tail Whip
32, 33, 36, 42, 43, 44, 45, 46, 48
Level 2: Bone Club, Headbutt
HM: 04, 05
Level 6: Leer, Focus Energy
Level 10: Bonemerang, Rage, False Swipe
Level 14: Thrash
Level 18: Endeavor, Double-Edge, Bone Rush
Learnable Moves:
TM: 01, 06, 10, 11, 13, 14, 17, 21, 23, 26, 27, 28,
31, 32, 35, 37, 38, 39, 40, 42, 43, 44, 46
HM: 04, 06

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Marowak
Medium Ground Type | Level 5 | SR 7

Armor Class: 16
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival, Athletics


Saving Throws: Constitution, Strength
Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Immunities: Electric

Battle Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of Hitmonlee
effect moves. Medium Fighting Type | Level 5 | SR 7

Moves Armor Class: 16


Hit Points: 51
Starting Moves: Bone Club, Growl, Headbutt, Tail Hit Dice: d10
Whip Speed: 30ft. walking
Level 6: Leer, Focus Energy
Level 10: Bonemerang, Rage STR DEX CON INT WIS CHA
Level 14: False Swipe, Thrash 14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Level 18: Endeavor, Double-Edge, Bone Rush
Proficient Skills: Athletics, Acrobatics
Learnable Moves: Saving Throws: Strength, Dexterity
TM: 01, 06, 10, 11, 13, 14, 15, 17, 21, 23, 26, 27, Vulnerabilities: Fairy, Flying, Psychic
28, 31, 32, 35, 37, 38, 39, 40, 42, 43, 44, 46 Resistances: Bug, Dark, Rock
Immunities: None
HM: 04, 06
Unburden: While this Pokémon is active and not
holding an item, its trainer gets advantage on
initiative rolls.
Limber: This Pokémon is immune to being paralyzed.

Moves
Starting Moves: Double Kick, Revenge, Reversal,
Meditate, Rolling Kick
Level 6: Jump Kick, Brick Break
Level 10: Focus Energy, Foresight
Level 14: High Jump Kick, Mind Reader
Level 18: Blaze Kick, Endure, Mega Kick
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
39, 42, 43, 44, 45, 46
HM: 04, 06

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Hitmonchan
Medium Fighting Type | Level 5 | SR 7

Armor Class: 16
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics, Acrobatics


Saving Throws: Strength, Dexterity
Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock
Immunities: None

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Inner Focus: This Pokemon is immune to flinching

Moves Lickitung
Starting Moves: Comet Punch, Pursuit, Revenge, Medium Normal Type | Level 5 | SR 7
Agility, Pursuit
Armor Class: 14
Level 6: Mach Punch
Hit Points: 70
Level 10: Fire Punch, Ice Punch, Thunder Punch Hit Dice: d10
Speed: 30ft. walking
Level 14: Sky Uppercut, Mega Punch
Level 18: Focus Punch, Counter
STR DEX CON INT WIS CHA
Learnable Moves:
15 (+2) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 12 (+1)
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32,
39, 42, 43, 44, 45, 46
Proficient Skills: Perception
HM: 04, 06 Saving Throws: Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Own Tempo: This Pokémon is immune to becoming


confused.
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.

Moves
Starting Moves: Lick, Supersonic, Defense Curl
Level 6: Knock Off, Wrap
Level 10: Stomp, Disable
Level 14: Slam, Rollout
Level 18: Refresh, Screech
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22,
23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 37, 38,
39, 42, 43, 44, 45, 46
HM: 01, 03, 04, 06

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Koffing
Tiny Poison Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 0ft. walking, 20ft. flying

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 8 (-1)

Proficient Skills: Deception


Saving Throws: Constitution
Vulnerabilities: Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: Ground

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.
Levitate: This Pokemon is immune to ground moves
Evolution: Koffing can evolve into Weezing at level 9
and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its Weezing
ability scores (max 20). Small Poison Type | Level 8 | SR 10

Moves Armor Class: 16


Hit Points: 72
Starting Moves: Poison Gas, Tackle Hit Dice: d10
Speed: 0ft. walking, 30ft. flying
Level 2: Smog, Smokescreen
Level 6: Sludge
STR DEX CON INT WIS CHA
Level 10: Self-Destruct, Haze
16 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 8 (-1)
Level 14: Sludge Bomb
Level 18: Explosion, Destiny Bond, Memento Proficient Skills: Deception
Learnable Moves: Saving Throws: Constitution
Vulnerabilities: Psychic
TM: 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30, 32, Resistances: Bug, Fairy, Fighting, Grass, Poison
34, 35, 36, 38, 41, 42, 43, 44, 45, 46 Immunities: Ground
HM: 05
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.
Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Poison Gas, Smog, Smokescreen,
Tackle, Sludge
Level 10: Self-Destruct, Haze
Level 14: Sludge Bomb
Level 18: Explosion, Destiny Bond, Memento
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27, 30,
32, 34, 35, 36, 38, 41, 42, 43, 44, 45, 46
HM: 05

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Rhyhorn Rhydon
Medium Ground/Rock Type | Level 1 | SR 3 Medium Ground/Rock Type | Level 10 | SR 11

Armor Class: 13 Armor Class: 15


Hit Points: 45 Hit Points: 97
Hit Dice: d8 Hit Dice: d12
Speed: 30ft. walking Speed: 40ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 18 (+4) 13 (+1) 17 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water Water
Resistances: Fire, Flying, Normal, Poison, Rock Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric Immunities: Electric

Rock Head: This Pokémon takes no recoil damage. Rock Head: This Pokémon takes no recoil damage.
Lightning Rod: If an ally within 30 feet is attacked Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of themselves instead. This does not work on area of
effect moves. effect moves.
Evolution: Rhyhorn can evolve into Rhydon at level
11 and above. When it evolves, its health increases Moves
by double its level, and it gains 8 points to add to its
ability scores (max 20). Starting Moves: Fury Attack, Horn Attack, Horn Drill,
Scary Face, Tail Whip, Stomp

Moves Level 14: Rock Blast, Take Down


Starting Moves: Horn Attack, Tail Whip Level 18: Stone Edge, Earthquake, Megahorn, Horn
Drill
Level 2: Fury Attack, Scary Face
Learnable Moves:
Level 6: Stomp
TM: 01, 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 23,
Level 14: Rock Blast 24, 25, 26, 27, 28, 31, 32, 34, 35, 37, 38, 39, 42,
43, 44, 45, 46
Level 18: Take Down, Stone Edge, Earthquake,
Megahorn, Horn Drill HM: 01, 03, 04, 06
Learnable Moves:
TM: 05, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25,
26 ,27, 28, 32, 34, 35, 37, 38, 39, 42, 43, 44, 45,
46
HM: 04, 06

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Chansey
Medium Normal Type | Level 5 | SR 7

Armor Class: 13
Hit Points: 70
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


11 (+0) 10 (+0) 16 (+3) 6 (-2) 12 (+1) 16 (+3)

Proficient Skills: Arcana, Medicine


Saving Throws: Wisdom, Charisma
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Healer: As an action, this Pokémon can touch an ally


to restore a negative status effect.
Natural Cure: This Pokémon is cured of negative
Tangela
Medium Grass Type | Level 5 | SR 5
status ailments upon returning to its Pokeball.
Evolution: Chansey can evolve into Blissey at level 14 Armor Class: 15
and above if it has a Loyalty level of +2 or higher. Hit Points: 28
When it evolves, its health increases by double its Hit Dice: d8
level, and it gains 11 points to add to its ability Speed: 30ft. walking
scores (max 20).

Moves STR DEX CON INT WIS CHA


Starting Moves: Defense Curl, Growl, Pound, Tail 15 (+2) 14 (+2) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Whip, Refresh
Proficient Skills: Nature
Level 6: Double Slap, Soft-Boiled Saving Throws: Constitution
Level 10: Minimize, Take Down Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Level 14: Sing Immunities: None
Level 18: Egg Bomb, Light Screen, Double-Edge
Chlorophyll: Damage rolls for this Pokemon get an
Learnable Moves: additional +2 during strong sunlight.
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17,
18, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 31, 32, Leaf Guard: This Pokémon does not suffer from any
34, 35, 37, 38, 39, 42, 43, 44, 45, 48, 49 negative status ailments in strong sunlight.

HM: 04, 05, 06 Regenerator: Once per long rest, this Pokémon
regains hit points equal to its level when it returns to
its Pokéball.

Moves
Starting Moves: Constrict, Ingrain, Sleep Powder, Vine
Whip, Absorb
Level 6: Poison Powder, Bind
Level 10: Growth, Mega Drain
Level 14: Knock Off, Stun Spore
Level 18: Giga Drain, Ancient Power, Slam, Tickle
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 36,
42, 43, 44, 45, 46
HM: 01, 05, 06

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Kangaskhan Horsea
Medium Normal Type | Level 8 | SR 10 Small Water Type | Level 1 | SR 1/2

Armor Class: 18 Armor Class: 13


Hit Points: 60 Hit Points: 16
Hit Dice: d10 Hit Dice: d6
Speed: 30ft. walking Speed: 5ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1) 11 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Athletics, Intimidation, Perception Proficient Skills: Acrobatics


Saving Throws: Strength, Constitution Saving Throws: Dexterity
Vulnerabilities: Fighting Vulnerabilities: Electric, Grass
Resistances: None Resistances: Fire, Ice, Steel, Water
Immunities: Ghost Immunities: None

Inner Focus: This Pokemon is immune to flinching Sniper: On a critical hit made by this Pokémon, triple
the dice roll instead of doubling it.
Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon. Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Evolution: Horsea can evolve into Seadra at level 9
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
Moves ability scores (max 20).
Starting Moves: Comet Punch, Leer, Fake Out, Tail
Whip, Bite
Moves
Level 10: Rage, Mega Punch Starting Moves: Bubble
Level 14: Dizzy Punch, Crunch
Level 2: Smokescreen, Leer
Level 18: Endure, Outrage, Reversal
Level 6: Water Gun, Twister
Learnable Moves:
Level 10: Bubble Beam, Focus Energy
TM: 01, 03, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18,
Level 14: Agility
21, 22, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35,
37, 38, 39, 40, 42, 43, 44, 45, 46 Level 18: Dragon Dance, Hydro Pump
HM: 01, 03, 04, 06 Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08

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Seadra
Small Water Type | Level 8 | SR 8

Armor Class: 15
Hit Points: 56
Hit Dice: d10
Speed: 5ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Sniper: On a critical hit made by this Pokémon, triple


the dice roll instead of doubling it.
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Goldeen
Evolution: Seadra can evolve into Kingdra at level 14 Small Water Type | Level 1 | SR 1/4
and above while holding a Dragon Scale. When it
evolves, its health increases by double its level, and it Armor Class: 13
gains 8 points to add to its ability scores (max 20). Hit Points: 17
Hit Dice: d6
Moves Speed: 5ft. walking, 30ft. swimming
Starting Moves: Bubble, Hydro Pump, Leer,
Smokescreen, Water Gun, Twister STR DEX CON INT WIS CHA
Level 10: Bubble Beam, Focus Energy 11 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 18: Agility, Dragon Dance
Proficient Skills: Acrobatics
Learnable Moves: Saving Throws: Dexterity
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, Vulnerabilities: Electric, Grass
42, 43, 44, 45 Resistances: Fire, Ice, Steel, Water
Immunities: None
HM: 03, 07, 08
Water Veil: This Pokémon is immune to burning.
Evolution: Goldeen can evolve into Seaking at level 9
and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Peck, Tail Whip, Water Sport
Level 2: Supersonic, Horn Attack
Level 6: Flail, Water Pulse
Level 10: Fury Attack
Level 14: Agility, Waterfall
Level 18: Horn Drill, Megahorn
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08

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Seaking
Medium Water Type | Level 8 | SR 9

Armor Class: 15
Hit Points: 64
Hit Dice: d10
Speed: 5ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Water Veil: This Pokémon is immune to burning.


Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. Staryu
Medium Water Type | Level 1 | SR 1/2
Moves
Starting Moves: Peck, Tail Whip, Water Sport, Armor Class: 14
Supersonic, Horn Attack, Flail, Water Pulse Hit Points: 16
Hit Dice: d6
Level 10: Fury Attack Speed: 20ft. walking, 20ft. swimming
Level 14: Agility, Waterfall
Level 18: Horn Drill, Megahorn STR DEX CON INT WIS CHA
Learnable Moves: 10 (+0) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0)
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32,
42, 43, 44, 45 Proficient Skills: Acrobatics
Saving Throws: Dexterity
HM: 03, 07, 08 Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Illuminate: This Pokémon knows the Light cantrip and


can cast it at will.
Evolution: Staryu can evolve into Starmie at level 9
and above with the help of a Water Stone. When it
evolves, its health increases by double its level, and it
gains 9 points to add to its ability scores (max 20).

Moves
Starting Moves: Harden, Tackle
Level 2: Water Gun, Rapid Spin, Recover
Level 6: Psywave, Swift
Level 10: Bubble Beam, Camouflage
Level 14: Minimize, Confuse Ray
Level 18: Light Screen, Cosmic Power, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 16, 17, 18, 21, 24, 25,
27, 29, 32, 33, 42, 43, 44
HM: 03, 05, 07, 08

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Starmie
Medium Water/Psychic Type | Level 8 | SR 9

Armor Class: 17
Hit Points: 56
Hit Dice: d10
Speed: 30ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


14 (+2) 17 (+3) 13 (+1) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass
Resistances: Fighting, Fire, Ice, Psychic, Steel
Immunities: None

Illuminate: This Pokémon knows the Light cantrip Mr. Mime


and can cast it at will. Medium Psychic/Fairy Type | Level 5 | SR 8
Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball. Armor Class: 17
Hit Points: 42
Hit Dice: d8
Moves Speed: 30ft. walking
Starting Moves: Hydro Pump, Rapid Spin, Recover,
Spotlight, Swift, Water Gun
STR DEX CON INT WIS CHA
Level 18: Confuse Ray 12 (+1) 15 (+2) 8 (-1) 12 (+1) 14 (+2) 12 (+1)
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 24, Proficient Skills: Performance
25, 27, 29, 32, 33, 42, 43, 44 Saving Throws: Charisma
Vulnerabilities: Ghost, Poison, Steel
HM: 03, 05, 07, 08 Resistances: Fighting, Psychic
Immunities: Dragon

Magic Guard: If this Pokémon is subjected to a move


that forces it to make a saving throw to take only half
damage, it instead takes no damage on a success.
Soundproof: This Pokémon is immune to sound-
based moves.
Technician: For damaging moves activated by this
Pokémon with 15 PP or more, they may roll the
damage twice and use the higher result.

Moves
Starting Moves: Barrier, Confusion, Magical Leaf,
Meditate, Double Slap
Level 6: Mimic, Psywave, Encore
Level 10: Light Screen, Reflect, Psybeam
Level 14: Substitute, Recycle, Trick
Level 18: Role Play, Baton Pass, Safeguard
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 15, 16, 17, 18, 20, 21,
22, 24, 25, 27, 29, 30, 31, 32, 33, 34, 41, 42, 43,
44, 45, 46, 48, 49
HM: 05

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Scyther
Medium Bug/Flying Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 58
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


17 (+3) 18 (+4) 12 (+1) 6 (-2) 10 (+0) 8 (-1)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground

Steadfast: Once per long rest, when this Pokémon


fails a saving throw against a negative status effect, it
can choose to pass instead.
Swarm: This Pokémon deals an additional 1d6 Jynx
damage on attacks when it has 10% or less of its Medium Ice/Psychic Type | Level 5 | SR 8
maximum health.
Evolution: Scyther can evolve into Scizor at level 14 Armor Class: 15
and above while holding a Steel Coat. When it Hit Points: 60
evolves, its health increases by double its level, and it Hit Dice: d10
gains 7 points to add to its ability scores (max 20). Speed: 30ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Leer, Quick Attack, Focus Energy, 12 (+1) 16 (+3) 12 (+1) 8 (-1) 12 (+1) 14 (+2)
Pursuit
Level 6: False Swipe, Agility Proficient Skills: Deception, Insight
Saving Throws: Charisma
Level 10: Wing Attack, Fury Cutter Vulnerabilities: Bug, Dark, Fire, Ghost, Rock, Steel
Level 14: Slash, Razor Wind Resistances: Ice, Psychic
Immunities: None
Level 18: Double Team, Swords Dance
Learnable Moves: Magic Guard: If this Pokémon is subjected to a move
that forces it to make a saving throw to take only half
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 40, 42, 43, damage, it instead takes no damage on a success.
44, 45, 46, 47
HM: 01, 06 Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.

Moves
Starting Moves: Pound, Lick, Lovely Kiss, Powder
Snow
Level 6: Double Slap, Ice Punch
Level 10: Mean Look
Level 14: Fake Tears
Level 18: Body Slam, Perish Song, Blizzard
Learnable Moves:
TM: 01, 03, 04, 06, 07, 10, 12, 13, 14, 15, 16, 17,
18, 21, 27, 29, 30, 31, 32, 33, 41, 42, 43, 44, 45,
46, 48
HM: 05

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Electabuzz
Medium Electric Type | Level 5 | SR 9

Armor Class: 15
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Static: When this Pokémon is hit by a melee attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Vital Spirit: This Pokémon cannot be put to sleep.

Moves
Starting Moves: Leer, Quick Attack, Thunder Shock, Magmar
Low Kick Medium Fire Type | Level 5 | SR 9

Level 6: Swift, Shock Wave


Armor Class: 15
Level 10: Thunder Wave, Light Screen Hit Points: 60
Hit Dice: d10
Level 14: Thunder Punch, Discharge
Speed: 30ft. walking
Level 18: Screech, Thunderbolt, Thunder
Learnable Moves: STR DEX CON INT WIS CHA
TM: 01, 06, 10, 15, 16, 17, 18, 21, 23, 24, 25, 27, 15 (+2) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
29, 31, 32, 34, 42, 43, 44, 45, 46
HM: 04, 05, 06 Proficient Skills: Athletics
Saving Throws: Constitution
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

Flame Body: When hit by a melee attack, roll a d10.


On a 10, the attacker is burned.
Vital Spirit: This Pokémon cannot be put to sleep.

Moves
Starting Moves: Ember, Leer, Smog, Smokescreen
Level 6: Feint Attack, Fire Spin
Level 10: Confuse Ray
Level 14: Fire Punch
Level 18: Sunny Day, Flamethrower, Fire Blast
Learnable Moves:
TM: 01, 06, 10, 11, 15, 17, 21, 23, 27, 29, 31, 32,
35, 38, 42, 43, 44, 45, 46
HM: 04, 06

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Pinsir
Medium Bug Type | Level 5 | SR 9

Armor Class: 16
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Hyper Cutter: This Pokémon’s ability modifiers


cannot be decreased by an opponent’s moves.
Moxie: Upon causing an opponent to faint, this Tauros
Pokémon may immediately take another action. Medium Normal Type | Level 5 | SR 10

Moves Armor Class: 16


Hit Points: 70
Starting Moves: Focus Energy, Vice Grip, Bind, Hit Dice: d10
Seismic Toss, Harden Speed: 40ft. walking
Level 6: Revenge, Vital Throw
Level 10: Brick Break STR DEX CON INT WIS CHA
Level 14: Submission, Swords Dance 17 (+3) 18 (+4) 16 (+3) 8 (-1) 10 (+0) 8 (-1)
Level 18: Thrash, Superpower, Guillotine
Proficient Skills: Athletics, Intimidation
Learnable Moves: Saving Throws: Strength, Constitution
TM: 01, 06, 08, 10, 11, 15, 17, 18, 21, 26, 27, 28, Vulnerabilities: Fighting
31, 32, 39, 42, 43, 44, 45, 46 Resistances: None
Immunities: Ghost
HM: 01, 04, 06
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Anger Point: After suffering a critical hit, this
Pokémon deals and extra 1d6 if its next attack hits.
Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or
paralyzed.

Moves
Starting Moves: Tackle, Tail Whip, Rage, Horn Attack,
Scary Face
Level 6: Pursuit, Rest
Level 14: Take Down
Level 18: Swagger, Thrash
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 23,
24, 25, 26, 27, 32, 34, 35, 37, 38, 39, 42, 43, 44,
45
HM: 03, 04, 06

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Magikarp
Small Water Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


9 (-1) 14 (+2) 13 (+1) 6 (-2) 8 (-1) 10 (+0)

Proficient Skills:
Saving Throws:
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Swift Swim: This Pokémon's swim speed is doubled


in rainy conditions.
Rattled: When this Pokémon is hit by a damaging
Dark, Bug, or Ghost move, it makes its next attack at
advantage.
Evolution: Magikarp can evolve into Gyarados at level
8 and above. When it evolves, its health increases by Gyarados
double its level, and it gains 16 points to add to its Huge Water/Flying Type | Level 8 | SR 10
ability scores (max 20).
Armor Class: 16
Moves Hit Points: 64
Hit Dice: d12
Starting Moves: Splash Speed: 30ft. walking, 40ft. swimming, 30ft. flying
Level 6: Tackle
Level 10: Flail STR DEX CON INT WIS CHA
Learnable Moves: None 18 (+4) 16 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics, Intimidation


Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Rock
Resistances: Bug, Fighting, Fire, Steel, Water
Immunities: Ground

Intimidate: Once per short rest, you can impose


disadvantage on an enemy attack roll of your choice.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Bite, Thrash
Level 10: Leer, Twister
Level 14: Scary Face, Dragon Rage, Crunch
Level 18: Hydro Pump, Dragon Dance, Rain Dance,
Hyper Beam
Learnable Moves:
TM: 03, 05, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21,
24, 25, 26, 27, 32, 35, 37, 38, 41, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Lapras
Large Water/Ice Type | Level 5 | SR 10

Armor Class: 16
Hit Points: 70
Hit Dice: d10
Speed: 10ft. walking, 50ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Survival, Persuasion


Saving Throws: Dexterity, Charisma
Vulnerabilities: Electric, Fighting, Grass, Rock
Resistances: Ice, Water
Immunities: Water

Water Absorb: Water type moves do not damage this


Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.

Moves
Starting Moves: Growl, Sing, Water Gun, Mist,
Confuse Ray
Level 6: Water Pulse, Body Slam
Level 10: Rain Dance, Perish Song
Level 14: Ice Beam Ditto
Level 18: Safeguard, Hydro Pump, Sheer Cold Small Normal Type | Level 1 | SR 3
Learnable Moves:
Armor Class: 13
TM: 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21,
Hit Points: 40
23, 24, 25, 27, 29, 32, 34, 42, 43, 44, 45
Hit Dice: d8
HM: 03, 04, 06, 07, 08 Speed: 20ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 12 (+1)

Proficient Skills: Deception, Insight


Saving Throws: Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Limber: This Pokémon is immune to being paralyzed.


Imposter: This Pokémon can use Transform as a
bonus action.

Moves
Starting Moves: Transform
Learnable Moves: None

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Eevee Vaporeon
Small Normal Type | Level 1 | SR 1/2 Medium Water Type | Level 5 | SR 8

Armor Class: 13 Armor Class: 15


Hit Points: 16 Hit Points: 40
Hit Dice: d6 Hit Dice: d10
Speed: 30ft. walking Speed: 40ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1) 15 (+2) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Perception, Investigation Proficient Skills: Perception, Investigation


Saving Throws: Dexterity, Charisma Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting Vulnerabilities: Electric, Grass
Resistances: None Resistances: Fire, Ice, Steel
Immunities: Ghost Immunities: Water

Run Away: While this Pokémon is active, the trainer Water Absorb: Water type moves do not damage this
automatically succeeds on their DEX roll to run away Pokémon. Instead, half of any water damage done is
from a wild Pokémon encounter. absorbed, restoring the Pokémon's HP.
Evolution: Starting at level 8, Eeeve can evolve into Hydration: This Pokémon is unaffected by negative
Vaporeon with a Water Stone, Jolteon with a Thunder status ailments in water or during rainy conditions.
Stone, Flareon with a Fire Stone, Espeon during the
day with a loyalty level of +2 or higher, or Umbreon
at night with a loyalty level of +2 or higher. When it Moves
evolves, its health increases by double its level, and it Starting Moves: Helping Hand, Tackle, Tail Whip,
gains 14 points to add to its ability scores (max 20). Water Gun, Sand Attack
Level 6: Quick Attack, Water Pulse
Moves
Level 10: Aurora Beam
Starting Moves: Covet, Growl, Helping Hand, Tackle,
Tail Whip Level 14: Acid Armor, Haze
Level 18: Muddy Water, Hydro Pump
Level 2: Sand Attack
Learnable Moves:
Level 6: Quick Attack, Bite, Swift
TM: 03, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21,
Level 10: Refresh, Take Down
23, 27, 28, 30, 32, 42, 43, 44, 45
Level 14: Charm, Baton Pass
HM: 03, 07, 08
Level 18: Double-Edge
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 23, 27, 28, 30, 32, 42,
43, 44, 45

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Jolteon
Small Electric Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


15 (+2) 18 (+4) 13 (+1) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Perception, Investigation


Saving Throws: Dexterity, Charisma
Vulnerabilities: Ground
Resistances: Flying, Steel
Immunities: Electric

Quick Feet: When suffering from a negative status


effect, this Pokémon’s speed increases by 1 5 ft.
Volt Absorb: Electric type moves do not damage this
Pokémon. Instead, half of any electric damage done
is absorbed, restoring the Pokémon's HP. Flareon
Small Fire Type | Level 5 | SR 8
Moves
Starting Moves: Helping Hand, Tackle, Tail Whip, Armor Class: 16
Thunder Shock, Sand Attack Hit Points: 40
Hit Dice: d10
Level 6: Quick Attack, Double Kick Speed: 40ft. walking
Level 10: Pin Missile
Level 14: Agility, Thunder Wave STR DEX CON INT WIS CHA
Level 18: Discharge, Thunder 18 (+4) 15 (+2) 13 (+1) 6 (-2) 12 (+1) 14 (+2)
Learnable Moves:
Proficient Skills: Perception, Investigation
TM: 05, 06, 10, 11, 15, 17, 18, 21, 23, 24, 25, 27, Saving Throws: Dexterity, Charisma
28, 30, 32, 34, 42, 43, 44, 45 Vulnerabilities: Ground, Rock, Water
HM: 05 Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

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.
Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect.

Moves
Starting Moves: Ember, Helping Hand, Tackle, Tail
Whip, Sand Attack
Level 6: Quick Attack, Bite
Level 10: Fire Spin
Level 14: Scary Face
Level 18: Smog
Learnable Moves:
TM: 05, 06, 10, 11, 15, 17, 18, 21, 23, 27, 28, 30,
32, 35, 38, 42, 43, 44, 45, 50

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Porygon
Medium Normal Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 35
Hit Dice: d8
Speed: 20ft. walking, 20ft. flying

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Nature


Saving Throws: Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Download: Once per short rest, this Pokémon can


choose a different damage type for one of their
normal attacks.
Trace: This Pokémon copies a random ability of an
Omanyte
Small Rock/Water Type | Level 1 | SR 2
opponent when entering battle. The ability cannot be
Flower Gift, Forecast, Illusion, Imposter, Multitype,
Trace, Wonder Guard, or Zen Mode. Armor Class: 15
Hit Points: 28
Evolution: Porygon can evolve into Porygon2 at level Hit Dice: d8
9 and above while holding an Upgrade. When it Speed: 15ft. walking, 30ft. swimming
evolves, its health increases by double its level, and it
gains 8 points to add to its ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 14 (+2) 11 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Conversion, Conversion 2, Sharpen,
Tackle, Psybeam Proficient Skills: Survival
Saving Throws: Constitution
Level 6: Agility, Recover Vulnerabilities: Electric, Fighting, Grass, Ground
Level 14: Signal Beam, Recycle, Discharge, Lock-On Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: None
Level 18: Tri Attack, Magic Coat, Zap Cannon
Learnable Moves: Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
TM: 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 23, 24,
25, 27, 29, 30, 32, 34, 40, 42, 43, 44, 46 Evolution: Omanyte can evolve into Omastar at level
HM: 05 10 and above. When it evolves, its health increases
by double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Constrict, Withdraw
Level 2: Bite, Water Gun
Level 6: Rollout, Leer
Level 10: Mud Shot
Level 14: Protect, Ancient Power
Level 18: Tickle, Rock Blast, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 37,
39, 42, 43, 44, 45, 46
HM: 03, 06, 07, 08

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Omastar
Medium Rock/Water Type | Level 8 | SR 11

Armor Class: 16
Hit Points: 89
Hit Dice: d12
Speed: 20ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival, Intimidation


Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: None

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Kabuto
Small Rock/Water Type | Level 1 | SR 2
Moves
Starting Moves: Constrict, Spike Cannon, Withdraw, Armor Class: 14
Bite, Water Gun, Rollout, Leer Hit Points: 28
Hit Dice: d8
Level 10: Mud Shot
Speed: 15ft. walking, 30ft. swimming
Level 14: Protect, Ancient Power
Level 18: Tickle, Rock Blast, Hydro Pump STR DEX CON INT WIS CHA
Learnable Moves: 14 (+2) 12 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32,
37, 39, 42, 43, 44, 45, 46 Proficient Skills: Survival
HM: 03, 06, 07, 08 Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: None

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Evolution: Kabuto can evolve into Kabutops at level
10 and above. When it evolves, its health increases
by double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Harden, Scratch
Level 2: Absorb, Leer
Level 6: Mud Shot
Level 10: Sand Attack, Endure
Level 18: Mega Drain, Metal Sound, Ancient Power
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 19, 21, 27, 28,
32, 37, 39, 40, 42, 43, 44, 45, 46
HM: 03, 06, 07

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Kabutops
Medium Rock/Water Type | Level 8 | SR 11

Armor Class: 16
Hit Points: 89
Hit Dice: d12
Speed: 30ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


18 (+4) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival, Intimidation


Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: None

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit. Aerodactyl
Swift Swim: This Pokémon's swim speed is doubled Medium Rock/Flying Type | Level 10 | SR 13
in rainy conditions.
Armor Class: 16
Moves Hit Points: 102
Hit Dice: d12
Starting Moves: Harden, Leer, Scratch, Slash, Absorb, Speed: 10ft. walking, 50ft. flying
Mud Shot
Level 10: Sand Attack, Endure STR DEX CON INT WIS CHA
Level 18: Mega Drain, Metal Sound, Ancient Power 16 (+3) 20 (+5) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 19, 21, 27, Proficient Skills: Perception, Investigation
28, 31, 32, 37, 39, 40, 42, 43, 44, 45, 46 Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Ice, Rock, Steel, Water
HM: 01, 03, 06, 07, 08 Resistances: Bug, Fire, Flying, Normal, Poison
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.
Rock Head: This Pokémon takes no recoil damage.

Moves
Starting Moves: Bite, Scary Face, Supersonic, Wing
Attack, Roar, Agility, Ancient Power
Level 2: Roar
Level 6: Agility
Level 10: Ancient Power
Level 14: Crunch
Level 18: Take Down, Hyper Beam, Rock Slide
Learnable Moves:
TM: 02, 05, 06, 10, 11, 12, 15, 17, 18, 21, 23, 26,
27, 32, 35, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46,
47
HM: 02, 04, 06

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Snorlax
Large Normal Type | Level 10 | SR 14

Armor Class: 15
Hit Points: 132
Hit Dice: d12
Speed: 20ft. walking

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 20 (+5) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Survival


Saving Throws: Strength, Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Immunity: This Pokémon is immune to becoming


poisoned.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Gluttony: This Pokémon must eat its held berry when
it falls below ½ of its maximum HP.

Moves Articuno
Medium Ice/Flying Type | Level 15 | SR 14
Starting Moves: Tackle, Defense Curl, Amnesia, Lick,
Yawn, Body Slam
Armor Class: 18
Level 14: Rest, Snore, Sleep Talk Hit Points: 164
Hit Dice: d12
Level 18: Rollout, Block, Belly Drum, Crunch
Speed: 20ft. walking, 60ft. flying
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, STR DEX CON INT WIS CHA
24, 25, 26, 27, 29, 30, 31, 32, 34, 35, 37, 38, 39,
42, 43, 44, 45 18 (+4) 16 (+3) 18 (+4) 6 (-2) 14 (+2) 16 (+3)
HM: 03, 04
Proficient Skills: Arcana, Insight, Intimidation
Saving Throws: Dexterity, Constitution
Vulnerabilities: Electric, Fire, Rock, Steel
Resistances: Bug, Grass
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Snow Cloak: This Pokémon's AC is increased by 2 in
snowy conditions.

Moves
Starting Moves: Gust, Powder Snow, Mist, Mind
Reader, Ancient Power
Level 14: Agility, Reflect
Level 18: Hail, Ice Beam, Blizzard, Sheer Cold
Learnable Moves:
TM: 03, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21,
27, 32, 33, 37, 40, 42, 43, 44, 47
HM: 02, 06

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Zapdos
Medium Electric/Flying Type | Level 15 | SR 14

Armor Class: 17
Hit Points: 155
Hit Dice: d12
Speed: 20ft. walking, 60ft. flying

STR DEX CON INT WIS CHA


17 (+3) 19 (+4) 16 (+3) 6 (-2) 14 (+2) 16 (+3)

Proficient Skills: Arcana, Insight, Intimidation


Saving Throws: Dexterity, Strength
Vulnerabilities: Ice, Rock
Resistances: Bug, Fighting, Flying, Grass, Steel
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6
electric damage.

Moves
Starting Moves: Peck, Thunder Shock, Thunder Wave,
Detect, Ancient Power
Moltres
Medium Fire/Flying Type | Level 15 | SR 14
Level 18: Charge, Agility, Discharge, Rain Dance,
Light Screen, Drill Peck, Thunder, Zap Cannon Armor Class: 16
Hit Points: 177
Learnable Moves:
Hit Dice: d12
TM: 05, 06, 10, 11, 15, 16, 17, 18, 21, 24, 25, 27, Speed: 20ft. walking, 60ft. flying
32, 34, 37, 40, 42, 43, 44, 47
HM: 02, 05, 06 STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 16 (+3)

Proficient Skills: Arcana, Insight, Intimidation


Saving Throws: Constitution, Strength
Vulnerabilities: Electric, Rock, Water
Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Flame Body: When hit by a melee attack, roll a d10.
On a 10, the attacker is burned.

Moves
Starting Moves: Ember, Wing Attack, Fire Spin, Agility,
Endure, Ancient Power
Level 18: Flamethrower, Safeguard, Sunny Day, Heat
Wave, Solar Beam, Sky Attack
Learnable Moves:
TM: 05, 06, 10, 11, 15, 17, 18, 20, 21, 27, 32, 35,
37, 38, 40, 42, 43, 44, 47, 50
HM: 02, 06

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Dratini
Medium Dragon Type | Level 1 | SR 1/4

Armor Class: 13
Hit Points: 20
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Arcana


Saving Throws: Wisdom
Vulnerabilities: Dragon, Fairy, Ice
Resistances: Electric, Fire, Grass, Water
Immunities: None

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Dragonair
Huge Dragon Type | Level 5 | SR 6
Evolution: Dratini can evolve into Dragonair at level 6
and above. When it evolves, its health increases by Armor Class: 14
double its level, and it gains 10 points to add to its Hit Points: 48
ability scores (max 20). Hit Dice: d10
Speed: 30ft. walking, 30ft. flying
Moves
Starting Moves: Leer, Wrap STR DEX CON INT WIS CHA
Level 2: Thunder Wave, Twister 15 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
Level 6: Dragon Rage
Proficient Skills: Arcana
Level 10: Slam, Agility Saving Throws: Wisdom
Level 18: Safeguard, Dragon Dance, Outrage, Hyper Vulnerabilities: Dragon, Fairy, Ice
Beam Resistances: Electric, Fire, Grass, Water
Immunities: None
Learnable Moves:
TM: 03, 06, 07, 10, 11, 13, 14, 15, 17, 18, 20, 21, Shed Skin: If this Pokémon is affected by a negative
23, 24, 25, 27, 32, 34, 35, 38, 42, 43, 44, 45 status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
HM: 03, 07
Marvel Scale: This Pokémon's AC increase by 2 when
suffering from a negative status condition.
Evolution: Dragonair can evolve into Dragonite at
level 16 and above. When it evolves, its health
increases by double its level, and it gains 12 points
to add to its ability scores (max 20).

Moves
Starting Moves: Leer, Thunder Wave, Twister, Wrap
Level 6: Dragon Rage
Level 10: Slam, Agility
Level 18: Safeguard, Dragon Dance, Outrage, Hyper
Beam
Learnable Moves:
TM: 03, 06, 07, 10, 11, 13, 14, 15, 17, 18, 20, 21,
23, 24, 25, 27, 32, 34, 35, 38, 42, 43, 44, 45
HM: 03, 07

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Dragonite
Medium Dragon/Flying Type | Level 15 | SR 14

Armor Class: 17
Hit Points: 143
Hit Dice: d12
Speed: 30ft. walking, 50ft. flying

STR DEX CON INT WIS CHA


19 (+4) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 14 (+2)

Proficient Skills: Arcana


Saving Throws: Wisdom
Vulnerabilities: Dragon, Fairy, Ice, Rock
Resistances: Bug, Fire, Fighting, Grass, Water
Immunities: None

Inner Focus: This Pokemon is immune to flinching


Marvel Scale: This Pokémon's AC increase by 2 when
suffering from a negative status condition.

Moves
Starting Moves: Fire Punch, Leer, Thunder Punch,
Wing Attack, Wrap, Thunder Wave, Twister, Dragon
Mewtwo
Medium Psychic Type | Level 20 | SR 15
Rage, Slam, Agility
Level 18: Safeguard, Dragon Dance, Outrage, Hyper Armor Class: 18
Beam Hit Points: 237
Hit Dice: d12
Learnable Moves:
Speed: 30ft. walking, 40ft. flying
TM: 01, 02, 03, 05, 06, 07, 10, 11, 13, 14, 15, 17,
18, 20, 21, 23, 24, 25, 26, 27, 31, 32, 34, 35, 37,
38, 39, 40, 42, 43, 44, 45, 47 STR DEX CON INT WIS CHA
HM: 01, 02, 03, 04, 06, 07, 08 19 (+4) 24 (+7) 18 (+4) 20 (+5) 20 (+5) 18 (+4)

Proficient Skills: Arcana, Insight, History, Religion


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Confusion, Disable, Psywave,
Safeguard, Swift, Future Sight, Psych Up, Recover,
Psychic, Barrier, Amnesia, Mist
Level 18: Amnesia
Learnable Moves:
TM: 01, 03, 04, 06, 07, 08, 10, 11, 12, 13, 14, 15,
16, 17, 18, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30,
31, 32, 33, 34, 35, 37, 38, 39, 40, 41, 42, 43, 44,
48, 49
HM: 04, 05, 06

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Mew
Small Psychic Type | Level 20 | SR 15

Armor Class: 18
Hit Points: 197
Hit Dice: d12
Speed: 20ft. walking, 50ft. flying

STR DEX CON INT WIS CHA


14 (+2) 22 (+6) 18 (+4) 16 (+3) 20 (+5) 20 (+5)

Proficient Skills: Arcana, Insight, History, Religion


Saving Throws: Intelligence, Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Synchronize: If this Pokémon becomes burned,


paralyzed, or poisoned, its attacker receives the
negative status effect as well (if not immune).
Chikorita
Small Grass Type | Level 1 | SR 1/2
Moves
Starting Moves: Pound, Transform, Mega Punch, Armor Class: 14
Metronome, Psychic, Barrier, Ancient Power, Hit Points: 16
Amnesia, Baton Pass Hit Dice: d6
Speed: 30ft. walking
Learnable Moves:
TM: 01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12,
13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, STR DEX CON INT WIS CHA
26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 14 (+2) 11 (+0) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50
HM: 01, 02, 03, 04, 05, 06, 07, 08 Proficient Skills: Nature
Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Immunities: None

Leaf Guard: This Pokémon does not suffer from any


negative status ailments in strong sunlight.
Evolution: Chikorita can evolve into Bayleef at level 6
and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Tackle
Level 2: Razor Leaf, Poison Powder
Level 6: Synthesis, Reflect, Magical Leaf
Level 10: Sweet Scent, Light Screen
Level 14: Body Slam, Safeguard
Level 18: Aromatherapy, Solar Beam
Learnable Moves:
TM: 06, 09, 10, 11, 16, 17, 19, 20, 21, 22, 23, 27,
32, 33, 43, 44, 45
HM: 01, 05

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Bayleef Meganium
Small Grass Type | Level 5 | SR 5 Medium Grass Type | Level 10 | SR 13

Armor Class: 15 Armor Class: 17


Hit Points: 40 Hit Points: 82
Hit Dice: d8 Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0) 18 (+4) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Nature Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Constitution, Strength
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water
Immunities: None Immunities: None

Leaf Guard: This Pokémon does not suffer from any Leaf Guard: This Pokémon does not suffer from any
negative status ailments in strong sunlight. negative status ailments in strong sunlight.
Overgrow: When this Pokémon falls below 10% of Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its its maximum HP, double the STAB damage for its
grass-type moves. grass-type moves.
Evolution: Bayleef can evolve into Meganium at level
14 and above. When it evolves, its health increases Moves
by double its level, and it gains 10 points to add to
its ability scores (max 20). Starting Moves: Growl, Petal Dance, Poison Powder,
Razor Leaf, Tackle, Synthesis, Reflect, Magical Leaf

Moves Level 14: Sweet Scent, Light Screen, Body Slam


Starting Moves: Growl, Poison Powder, Razor Leaf, Level 18: Safeguard, Aromatherapy, Solar Beam
Tackle, Synthesis Learnable Moves:
Level 6: Reflect, Magical Leaf TM: 06, 09, 10, 11, 15, 16, 17, 19, 20, 21, 22, 23,
26, 27, 32, 33, 42, 43, 44, 45
Level 10: Sweet Scent
HM: 01, 04, 05, 06
Level 14: Light Screen, Body Slam
Level 18: Safeguard, Aromatherapy, Solar Beam
Learnable Moves:
TM: 06, 09, 10, 11, 16, 17, 19, 20, 21, 22, 23, 27,
32, 33, 42, 43, 44, 45
HM: 01, 04, 05, 06

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Cyndaquil
Small Fire Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None Quilava
Small Fire Type | Level 5 | SR 5
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 Armor Class: 14
damage roll gets a +5. Hit Points: 40
Hit Dice: d8
Evolution: Cyndaquil can evolve into Quilava at level Speed: 30ft. walking
6 and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Moves
Proficient Skills: Athletics
Starting Moves: Leer, Tackle Saving Throws: Dexterity
Level 2: Smokescreen, Ember, Quick Attack Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Level 6: Flame Wheel, Defense Curl Immunities: None
Level 10: Swift
Flash Fire: This Pokémon takes no damage from fire.
Level 14: Flamethrower Instead, immediately after taking a hit from a fire-
Level 18: Rollout, Double-Edge, Eruption type move, or in open flames, the Pokémon’s next
damage roll gets a +5.
Learnable Moves:
TM: 06, 10, 11, 17, 21, 27, 28, 32, 35, 38, 40, 42, Blaze: When this Pokémon falls below 10% of its
43, 44, 45, 50 maximum HP, double the STAB damage for its fire-
type moves.
HM: 01
Evolution: Quilava can evolve into Typhlosion at level
14 and above. When it evolves, its health increases
by double its level, and it gains 10 points to add to
its ability scores (max 20).

Moves
Starting Moves: Leer, Smokescreen, Tackle, Ember,
Quick Attack
Level 6: Flame Wheel, Defense Curl
Level 10: Swift
Level 14: Flamethrower
Level 18: Rollout, Double-Edge, Eruption
Learnable Moves:
TM: 01, 05, 06, 10, 11, 17, 21, 27, 28, 31, 32, 35,
38, 40, 42, 43, 44, 45, 50
HM: 01, 04, 06

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Typhlosion
Medium Fire Type | Level 10 | SR 13

Armor Class: 16
Hit Points: 87
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 20 (+5) 13 (+1) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Dexterity, Strength
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

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 Totodile
damage roll gets a +5. Small Water Type | Level 1 | SR 1/2
Blaze: When this Pokémon falls below 10% of its
maximum HP, double the STAB damage for its fire- Armor Class: 13
type moves. Hit Points: 17
Hit Dice: d6
Speed: 30ft. walking, 20ft. swimming
Moves
Starting Moves: Ember, Leer, Smokescreen, Tackle,
Quick Attack, Flame Wheel, Defense Curl, Swift STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Flamethrower
Level 18: Rollout, Double-Edge, Eruption Proficient Skills: Athletics
Learnable Moves: Saving Throws: Strength
Vulnerabilities: Electric, Grass
TM: 01, 05, 06, 10, 11, 15, 17, 21, 26, 27, 28, 31, Resistances: Fire, Ice, Steel, Water
32, 35, 38, 40, 42, 43, 44, 45, 50 Immunities: None
HM: 01, 04, 06
Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or
paralyzed.
Evolution: Totodile can evolve into Croconaw at level
6 and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Leer, Scratch
Level 2: Water Gun, Rage, Bite
Level 6: Scary Face, Flail
Level 10: Crunch
Level 14: Slash, Screech, Thrash
Level 18: Superpower, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27,
28, 31, 32, 40, 42, 43, 44, 45
HM: 01, 03, 07, 08

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Croconaw Feraligatr
Small Water Type | Level 5 | SR 5 Medium Water Type | Level 10 | SR 13

Armor Class: 15 Armor Class: 16


Hit Points: 45 Hit Points: 97
Hit Dice: d8 Hit Dice: d12
Speed: 30ft. walking, 25ft. swimming Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0) 19 (+4) 16 (+3) 17 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics Proficient Skills: Athletics


Saving Throws: Strength Saving Throws: Strength, Constitution
Vulnerabilities: Electric, Grass Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water Resistances: Fire, Ice, Steel, Water
Immunities: None Immunities: None

Sheer Force: This Pokémon deals an additional 1d6 Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or damage while poisoned, burned, confused, or
paralyzed. paralyzed.
Torrent: When this Pokémon falls below 10% of its Torrent: When this Pokémon falls below 10% of its
health, double the STAB damage for its water-type health, double the STAB damage for its water-type
moves. moves.
Evolution: Croconaw can evolve into Feraligatr at
level 14 and above. When it evolves, its health Moves
increases by double its level, and it gains 10 points
to add to its ability scores (max 20). Starting Moves: Agility, Leer, Rage, Scratch, Water
Gun, Bite, Scary Face, Flail, Crunch

Moves Level 14: Slash, Screech


Starting Moves: Leer, Scratch, Water Gun, Rage, Bite Level 18: Thrash, Superpower, Hydro Pump
Learnable Moves:
Level 6: Scary Face
TM: 01, 02, 03, 05, 06, 07, 10, 13, 14, 15, 17, 18,
Level 10: Flail, Crunch
21, 23, 26, 27, 28, 31, 32, 40, 42, 43, 44, 45
Level 14: Slash, Screech
HM: 01, 03, 04, 06, 07, 08
Level 18: Thrash, Superpower, Hydro Pump
Learnable Moves:
TM: 01, 03, 05, 06, 07, 10, 13, 14, 17, 18, 21, 23,
27, 28, 31, 32, 40, 42, 43, 44, 45
HM: 01, 03, 04, 06, 07, 08

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Sentret
Small Normal Type | Level 1 | SR 1/8

Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Acrobatics, Perception


Saving Throws: Dexterity
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight. Furret
Medium Normal Type | Level 5 | SR 5
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter. Armor Class: 14
Hit Points: 40
Evolution: Sentret can evolve into Furret at level 5 Hit Dice: d8
and above. When it evolves, its health increases by Speed: 35ft. walking
double its level, and it gains 10 points to add to its
ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 14 (+2) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Starting Moves: Foresight, Scratch, Defense Curl
Proficient Skills: Acrobatics, Perception
Level 2: Quick Attack, Fury Swipes Saving Throws: Dexterity
Level 6: Helping Hand, Follow Me Vulnerabilities: Fighting
Resistances: None
Level 10: Slam, Rest Immunities: Ghost
Level 14: Amnesia, Baton Pass
Keen Eye: This Pokémon ignores disadvantage when
Level 18: Hyper Voice it relates to sight.
Learnable Moves:
Run Away: While this Pokémon is active, the trainer
TM: 01, 03, 06, 10, 11, 13, 17, 18, 21, 22, 23, 24, automatically succeeds on their DEX roll to run away
27, 28, 30, 31, 32, 34, 35, 42, 43, 44, 45, 46 from a wild Pokémon encounter.
HM: 01, 03 Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one.

Moves
Starting Moves: Agility, Defense Curl, Foresight,
Quick Attack, Scratch, Fury Swipes
Level 6: Helping Hand, Follow Me
Level 10: Slam, Rest
Level 14: Amnesia
Level 18: Baton Pass, Hyper Voice
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 15, 17, 18, 21, 22,
23, 24, 25, 27, 28, 30, 31, 32, 34, 35, 42, 43, 44,
45, 46
HM: 01, 03, 04, 06

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Hoothoot
Small Normal/Flying Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 15ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


10 (+0) 11 (+0) 10 (+0) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Perception, Insight


Saving Throws: Wisdom
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Insomnia: This Pokémon is immune to sleep.
Evolution: Hoothoot can evolve into Noctowl at level
6 and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
Noctowl
Medium Normal/Flying Type | Level 5 | SR 6
ability scores (max 20).
Armor Class: 15
Moves Hit Points: 40
Starting Moves: foresight, Growl, Tackle, Hypnosis Hit Dice: d8
Speed: 20ft. walking, 30ft. flying
Level 2: Peck, Confusion
Level 6: Extrasensory STR DEX CON INT WIS CHA
Level 10: Take Down, Reflect 13 (+1) 16 (+3) 10 (+0) 6 (-2) 16 (+3) 10 (+0)
Level 14: Uproar
Level 18: Dream Eater Proficient Skills: Perception, Insight
Saving Throws: Wisdom
Learnable Moves: Vulnerabilities: Electric, Ice, Rock
TM: 06, 10, 11, 17, 18, 21, 27, 29, 30, 32, 33, 40, Resistances: Bug, Grass
42, 43, 44, 45, 46, 47 Immunities: Ghost, Ground
HM: 02, 05 Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Insomnia: This Pokémon is immune to sleep.
Tinted Lens: This Pokémon’s moves ignore
resistances.

Moves
Starting Moves: Foresight, Growl, Hypnosis, Sky
Attack, Tackle, Peck, Confusion
Level 10: Extrasensory, Take Down
Level 14: Reflect, Uproar
Level 18: Dream Eater
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 29, 30, 32, 33,
40, 42, 43, 44, 45, 46, 47
HM: 02, 05

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Ledyba
Small Bug/Flying Type | Level 1 | SR 1/4

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Nature


Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground

Swarm: This Pokémon deals an additional 1d6


damage on attacks when it has 10% or less of its Ledian
maximum health. Medium Bug/Flying Type | Level 5 | SR 8
Early Bird: This Pokémon has advantage on rolls to
wake from sleep. Armor Class: 16
Hit Points: 45
Evolution: Ledyba can evolve into Ledian at level 6 Hit Dice: d8
and above. When it evolves, its health increases by Speed: 30ft. walking, 30ft. flying
double its level, and it gains 11 points to add to its
ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Starting Moves: Tackle
Proficient Skills: Nature
Level 2: Supersonic, Swift, Light Screen, Reflect Saving Throws: Dexterity
Level 6: Safeguard, Mach Punch, Silver Wind, Comet Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Punch Resistances: Bug, Fighting, Grass
Immunities: Ground
Level 10: Baton Pass, Agility
Level 14: Double-Edge Swarm: This Pokémon deals an additional 1d6
damage on attacks when it has 10% or less of its
Learnable Moves: maximum health.
TM: 01, 06, 10, 11, 16, 17, 19, 20, 21, 22, 27, 28,
31, 32, 33, 40, 42, 43, 44, 45, 46 Early Bird: This Pokémon has advantage on rolls to
wake from sleep.
HM: 05
Rattled: When this Pokémon is hit by a damaging
Dark, Bug, or Ghost move, it makes its next attack at
advantage.

Moves
Starting Moves: Supersonic, Swift, Tackle, Light
Screen, Reflect, Safeguard
Level 6: Mach Punch, Silver Wind
Level 10: Comet Punch, Baton Pass
Level 14: Agility
Level 18: Double-Edge
Learnable Moves:
TM: 01, 06, 10, 11, 15, 16, 17, 19, 20, 21, 22, 27,
28, 31, 32, 33, 40, 42, 43, 44, 45, 46
HM: 05

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Spinarak
Small Bug/Poison Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


11 (+0) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 8 (-1)

Proficient Skills: Stealth


Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Swarm: This Pokémon deals an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Insomnia: This Pokémon is immune to sleep.
Ariados
Medium Bug/Poison Type | Level 5 | SR 5
Evolution: Spinarak can evolve into Ariados at level 7
and above. When it evolves, its health increases by Armor Class: 14
double its level, and it gains 10 points to add to its Hit Points: 50
ability scores (max 20). Hit Dice: d8
Speed: 35ft. walking
Moves
Starting Moves: Constrict, Poison Sting, String Shot STR DEX CON INT WIS CHA
Level 2: Absorb, Scary Face 15 (+2) 12 (+1) 17 (+3) 6 (-2) 12 (+1) 8 (-1)
Level 6: Night Shade, Fury Swipes
Proficient Skills: Stealth
Level 10: Spider Web Saving Throws: Dexterity
Level 14: Agility, Pin Missile, Psychic Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Learnable Moves: Immunities: None
TM: 06, 10, 11, 17, 19, 21, 22, 27, 28, 29, 32, 36,
42, 43, 44, 45, 46 Swarm: This Pokémon deals an additional 1d6
damage on attacks when it has 10% or less of its
HM: 05 maximum health.
Sniper: On a critical hit made by this Pokémon, triple
the dice roll instead of doubling it.
Insomnia: This Pokémon is immune to sleep.

Moves
Starting Moves: Constrict, Focus Energy, Poison
Sting, String Shot, Swords Dance, Absorb, Scary Face
Level 6: Night Shade
Level 10: Fury Swipes, Spider Web
Level 14: Agility, Pin Missile
Level 18: Spider Web
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 29, 32,
26, 42, 43, 44, 45, 46
HM: 05

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Crobat
Medium Poison/Flying Type | Level 10 | SR 13

Armor Class: 17
Hit Points: 107
Hit Dice: d12
Speed: 15ft. walking, 40ft. flying

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 16 (+3) 6 (-2) 14 (+2) 8 (-1)

Proficient Skills: Stealth


Saving Throws: Dexterity, Constitution
Vulnerabilities: Elecric, Ice, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Chinchou
Small Water/Electric Type | Level 1 | SR 1/4
Immunities: Ground

Inner Focus: This Pokemon is immune to flinching Armor Class: 13


Hit Points: 17
Infiltrator: This Pokémon bypasses Light Screen and Hit Dice: d6
Reflect Speed: 5ft. walking, 20ft. swimming

Moves STR DEX CON INT WIS CHA


Starting Moves: Absorb, Astonish, Bite, Screech, 9 (-1) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Supersonic, Wing Attack, Confuse Ray, Air Cutter,
Swift, Poison Fang, Mean Look Proficient Skills: Stealth
Level 14: Leech Life Saving Throws: Dexterity
Vulnerabilities: Grass, Ground
Level 18: Haze Resistances: Fire, Flying, Ice, Steel
Learnable Moves: Immunities: Electric, Water
TM: 06, 10, 11, 12, 15, 17, 18, 19, 20, 21, 27, 30, Volt Absorb: Electric type moves do not damage this
32, 36, 40, 41, 42, 43, 44, 45, 46, 47, 49 Pokémon. Instead, half of any electric damage done
HM: 02 is absorbed, restoring the Pokémon's HP.
Water Absorb: Water type moves do not damage this
Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Illuminate: This Pokémon knows the Light cantrip and
can cast it at will.
Evolution: Chinchou can evolve into Lanturn at level
8 and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Bubble, Supersonic
Level 2: Thunder Wave, Water Gun
Level 6: Confuse Ray, Bubble Beam
Level 10: Spark, Signal Beam, Flail
Level 14: Discharge, Take Down
Level 18: Hydro Pump, Charge
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 24, 25, 27,
32, 34, 42, 43, 44, 45
HM: 03, 05, 07, 08

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Lanturn
Small Water/Electric Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 45
Hit Dice: d8
Speed: 10ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


14 (+2) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Stealth


Saving Throws: Dexterity
Vulnerabilities: Grass, Ground
Resistances: Fire, Flying, Ice, Steel
Immunities: Electric, Water

Volt Absorb: Electric type moves do not damage this


Pokémon. Instead, half of any electric damage done
is absorbed, restoring the Pokémon's HP.
Water Absorb: Water type moves do not damage this
Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Illuminate: This Pokémon knows the Light cantrip
and can cast it at will.

Moves
Pichu
Tiny Electric Type | Level 1 | SR 1/8
Starting Moves: Bubble, Spit Up, Stockpile, Thunder
Wave, Water Gun Armor Class: 11
Hit Points: 12
Level 6: Confuse Ray, Bubble Beam
Hit Dice: d6
Level 10: Spark, Signal Beam Speed: 25ft. walking
Level 14: Flail, Discharge
Level 18: Take Down, Hydro Pump, Charge STR DEX CON INT WIS CHA
Learnable Moves: 9 (-1) 12 (+1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 24, 25,
27, 32, 34, 42, 43, 44, 45 Proficient Skills: Acrobatics, Persuasion
Saving Throws: Dexterity, Charisma
HM: 03, 05, 07, 08 Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Evolution: Pichu can evolve into Pikachu at level 3


and above if its loyalty level is +2 or higher. When it
evolves, its health increases by double its level, and it
gains 7 points to add to its ability scores (max 20).

Moves
Starting Moves: Charm, Thunder Shock
Level 2: Tail Whip, Sweet Kiss
Level 6: Thunder Wave
Learnable Moves:
TM: 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 32, 34,
42, 43, 44, 45
HM: 05

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Cleffa
Tiny Fairy Type | Level 1 | SR 1/8

Armor Class: 11
Hit Points: 12
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 9 (-1) 10 (+0) 6 (-2) 10 (+0) 14 (+2)

Proficient Skills: Insight, Persuasion


Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting
Immunities: Dragon

Evolution: Cleffa can evolve into Clefairy at level 3


and above if its loyalty level is +2 or higher. When it
evolves, its health increases by double its level, and it
gains 7 points to add to its ability scores (max 20).

Moves
Starting Moves: Charm, Pound, Encore
Level 2: Sing, Sweet Kiss
Level 6: Magical Leaf
Learnable Moves:
Igglybuff
Tiny Normal/Fairy Type | Level 1 | SR 1/8
TM: 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 23, 27,
28, 29, 30, 32, 33, 34, 35, 38, 42, 43, 44, 45
Armor Class: 10
HM: 05 Hit Points: 12
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


9 (-1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 14 (+2)

Proficient Skills: Insight, Persuasion


Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel
Resistances: Bug, Dark
Immunities: Dragon, Ghost

Evolution: Igglybuff can evolve into Jigglypuff at level


3 and above if its loyalty level is +2 or higher. When
it evolves, its health increases by double its level, and
it gains 7 points to add to its ability scores (max 20).

Moves
Starting Moves: Charm, Sing, Defense Curl
Level 2: Pound, Sweet Kiss
Learnable Moves:
TM: 03, 06, 07, 10, 11, 16, 17, 18, 20, 21, 22, 27,
28, 29, 30, 32, 33, 34, 35, 38, 42, 43, 44, 45
HM: 05

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Togepi
Tiny Fairy Type | Level 1 | SR 1

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 8 (-1) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Arcana, Persuasion


Saving Throws: Wisdom, Charisma
Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting
Immunities: Dragon

Super Luck: This Pokémon scores a critical hit on 19s


and 20s. Togetic
Tiny Fairy/Flying Type | Level 5 | SR 8
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.
Armor Class: 16
Evolution: Togepi can evolve into Togetic at level 7 Hit Points: 45
and above. When it evolves, its health increases by Hit Dice: d8
double its level, and it gains 8 points to add to its Speed: 30ft. walking, 30ft. flying
ability scores (max 20).

Moves STR DEX CON INT WIS CHA


Starting Moves: Charm, Growl 15 (+2) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 14 (+2)

Level 2: Metronome, Sweet Kiss, Yawn Proficient Skills: Arcana, Persuasion


Level 6: Encore, Follow Me Saving Throws: Wisdom, Charisma
Vulnerabilities: Electric, Ice, Poison, Rock, Steel
Level 10: Wish, Ancient Power Resistances: Bug, Dark, Fighting, Grass
Level 14: Safeguard, Baton Pass Immunities: Dragon, Ground
Level 18: Double-Edge Super Luck: This Pokémon scores a critical hit on 19s
Learnable Moves: and 20s.
TM: 03, 06, 10, 11, 16, 17, 18, 20, 21, 22, 27, 29, Serene Grace: The DC to avoid a negative status
30, 32, 33, 34, 35, 38, 42, 43, 44, 45 effect from this Pokémon is increased by 1.
HM: 05, 06 Hustle: When this Pokémon scores a critical hit, it
may immediately use the same move to attack again
at disadvantage.

Moves
Starting Moves: Charm, Growl, Magical Leaf,
Metronome, Sweet Kiss, Yawn
Level 6: Encore, Follow Me
Level 10: Wish, Ancient Power
Level 14: Safeguard, Baton Pass
Level 18: Double-Edge
Learnable Moves:
TM: 01, 03, 06, 10, 11, 15, 16, 17, 18, 20, 21, 22,
27, 29, 30, 31, 32, 33, 34, 35, 38, 40, 42, 43, 44,
45, 47
HM: 02, 05, 06

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Natu
Tiny Psychic/Flying Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 11 (+0) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Insight, Perception


Saving Throws: Wisdom
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Fighting, Grass, Psychic
Immunities: Ground

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Evolution: Natu can evolve into Xatu at level 7 and
above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its
ability scores (max 20). Xatu
Medium Psychic/Flying Type | Level 5 | SR 7
Moves
Armor Class: 15
Starting Moves: Leer, Peck Hit Points: 40
Hit Dice: d8
Level 2: Night Shade, Teleport
Speed: 30ft. walking, 30ft. flying
Level 6: Confuse Ray
Level 10: Wish STR DEX CON INT WIS CHA
Level 14: Psychic 13 (+1) 17 (+3) 12 (+1) 8 (-1) 15 (+2) 10 (+0)
Level 18: Future Sight
Learnable Moves: Proficient Skills: Insight, Perception
Saving Throws: Wisdom
TM: 04, 06, 10, 11, 16, 17, 18, 19, 21, 22, 27, 29, Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
30, 32, 33, 40, 42, 43, 44, 45, 46, 47, 48 Resistances: Fighting, Grass, Psychic
HM: 05 Immunities: Ground

Synchronize: If this Pokémon is burned, paralyzed, or


poisoned, its attacker receives the negative status
effect as well (if not immune).
Early Bird: This Pokémon has advantage on rolls to
wake from sleep.

Moves
Starting Moves: Leer, Night Shade, Peck, Teleport
Level 6: Confuse Ray
Level 10: Wish
Level 14: Psychic
Level 18: Future Sight
Learnable Moves:
TM: 04, 06, 10, 11, 15, 16, 17, 18, 19, 21, 22, 27,
29, 30, 32, 33, 40, 42, 43, 44, 45, 46, 47, 48
HM: 02, 05

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Mareep
Small Electric Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Static: When this Pokémon is hit by a melee attack, Flaaffy


roll a d4. On a result of 4, the attacker takes 1d6 Small Electric Type | Level 5 | SR 4
electric damage.
Plus: This Pokémon boosts its attack and damage Armor Class: 13
rolls by 2 if an ally also has a Plus or Minus ability Hit Points: 45
Hit Dice: d8
Evolution: Mareep can evolve into Flaaffy at level 5 Speed: 30ft. walking
and above. When it evolves, its health increases by
double its level, and it gains 5 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 12 (+1)
Moves
Starting Moves: Growl, Tackle, Thunder Wave Proficient Skills: Survival
Saving Throws: Constitution
Level 2: Thunder Shock, Cotton Spore Vulnerabilities: Ground
Level 6: Charge, Take Down Resistances: Electric, Flying, Steel
Immunities: None
Level 10: Confuse Ray, Discharge
Level 14: Signal Beam Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6
Level 18: Light Screen, Thunder electric damage.
Learnable Moves:
Plus: This Pokémon boosts its attack and damage
TM: 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 32, 34, rolls by 2 if an ally also has a Plus or Minus ability
42, 43, 44, 45
Evolution: Flaaffy can evolve into Ampharos at level
HM: 05 11 and above. When it evolves, its health increases
by double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Tackle, Thunder Shock,
Thunder Wave, Cotton Spore
Level 6: Charge, Take Down
Level 10: Confuse Ray
Level 14: Discharge
Level 18: Signal Beam, Light Screen, Thunder
Learnable Moves:
TM: 01, 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 31,
32, 34, 42, 43, 44, 45
HM: 04, 05, 06

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Ampharos
Medium Electric Type | Level 10 | SR 12

Armor Class: 16
Hit Points: 97
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Static: When this Pokémon is hit by a melee attack,


roll a d4. On a result of 4, the attacker takes 1d6
electric damage.
Plus: This Pokémon boosts its attack and damage
rolls by 2 if an ally also has a Plus or Minus ability

Moves
Starting Moves: Fire Punch, Growl, Tackle, Thunder
Punch, Thunder Shock, Thunder Wave, Zap Cannon,
Cotton Spore, Charge, Take Down, Confuse Ray
Bellossom
Small Grass Type | Level 10 | SR 13
Level 14: Discharge, Signal Beam
Armor Class: 16
Level 18: Discharge, Signal Beam, Thunder
Hit Points: 97
Learnable Moves: Hit Dice: d12
Speed: 30ft. walking
TM: 01, 06, 10, 15, 16, 17, 18, 21, 23, 24, 25, 27,
31, 32, 34, 42, 43, 44, 45
HM: 04, 05, 06 STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 15 (+2)

Proficient Skills: Nature, Performance


Saving Throws: Constitution, Charisma
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Immunities: None

Chlorophyll: Damage rolls for this Pokemon get an


additional +2 during strong sunlight.
Healer: As an action, this Pokémon can touch an ally
to restore a negative status effect.

Moves
Starting Moves: Leaf Blade, Magical Leaf, Mega Drain,
Stun Spore, Sunny Day, Sweet Scent
Level 18: Petal Dance
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 36,
42, 43, 44, 45
HM: 01, 05

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Marill
Small Water Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking, 20ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Acrobatics


Saving Throws: Constitution
Vulnerabilities: Electric
Resistances: Fire, Ice, Steel, Water
Immunities: Grass

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Azumarill
Medium Water Type | Level 5 | SR 6
Sap Sipper: This Pokémon is immune to grass-type
moves. If hit by a grass type move, it takes no Armor Class: 15
damage and instead absorbs the energy, granting Hit Points: 45
advantage on its next attack. Hit Dice: d8
Evolution: Marill can evolve into Azumarill at level 6 Speed: 30ft. walking, 30ft. swimming
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 13 (+1)
Moves
Proficient Skills: Acrobatics
Starting Moves: Tackle, Water Gun, Tail Whip Saving Throws: Constitution
Level 2: Water Sport, Bubble, Defense Curl, Rollout Vulnerabilities: Electric
Resistances: Fire, Ice, Steel, Water
Level 6: Bubble Beam, Helping Hand Immunities: Grass
Level 10: Rain Dance
Thick Fat: This Pokémon takes quarter damage from
Level 14: Double-Edge, Superpower Fire and Ice type moves.
Learnable Moves:
Huge Power: Once per short rest, this Pokémon may
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, double the damage it does on a single move that
28, 31, 32, 42, 43, 44, 45 requires an attack roll. The player must announce that
HM: 03, 04, 06, 07, 08 they are using this ability before the attack roll.
Sap Sipper: This Pokémon is immune to grass-type
moves. If hit by a grass type move, it takes no
damage and instead absorbs the energy, granting
advantage on its next attack.

Moves
Starting Moves: Tackle, Tail Whip, Water Gun, Water
Sport, Bubble, Defense Curl, Rollout, Bubble Beam
Level 6: Helping Hand
Level 14: Rain Dance, Double-Edge
Level 18: Superpower, Hydro Pump
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 23,
27, 28, 31, 32, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Sudowoodo
Medium Rock Type | Level 5 | SR 7

Armor Class: 15
Hit Points: 55
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature, Survival


Saving Throws: Constitution, Strength
Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Resistances: Fire, Flying, Normal, Poison
Immunities: None

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.
Rock Head: This Pokémon takes no recoil damage.
Rattled: When this Pokémon is hit by a damaging
Dark, Bug, or Ghost move, it makes its next attack at
advantage. Politoed
Medium Water Type | Level 10 | SR 12
Moves
Starting Moves: Flail, Low Kick, Rock Throw, Slam Armor Class: 16
Hit Points: 87
Level 6: Mimic, Feint Attack Hit Dice: d12
Speed: 30ft. walking, 30ft. swimming
Level 10: Rock Tomb, Block
Level 14: Rock Slide, Counter
STR DEX CON INT WIS CHA
Level 18: Double-Edge, Stone Edge
17 (+3) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 17, 21, 26, 27, 28, 31, Proficient Skills: Athletics
32, 37, 39, 42, 43, 44, 45, 46 Saving Throws: Strength
HM: 04, 06 Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel
Immunities: Water

Water Absorb: Water type moves do not damage this


Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.

Moves
Starting Moves: Bubble Beam, Double Slap, Hypnosis,
Perish Song, Swagger
Level 14: Bounce
Level 18: Hyper Voice
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26,
27, 28, 29, 31, 32, 42, 43, 44, 45, 46
HM: 03, 04, 06, 07, 08

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Hoppip
Tiny Grass/Flying Type | Level 1 | SR 1/4

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking, 20ft. flying

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Nature


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Resistances: Fighting, Grass, Water
Immunities: Ground
Skiploom
Leaf Guard: This Pokémon does not suffer from any Tiny Grass/Flying Type | Level 5 | SR 6
negative status ailments in strong sunlight.
Armor Class: 14
Infiltrator: This Pokémon bypasses Light Screen and Hit Points: 45
Reflect Hit Dice: d8
Evolution: Hoppip can evolve into Skiploom at level Speed: 25ft. walking, 25ft. flying
6 and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Moves
Proficient Skills: Nature
Starting Moves: Splash, Synthesis Saving Throws: Constitution
Level 2: Tail Whip, Tackle, Poison Powder Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Resistances: Fighting, Grass, Water
Level 6: Stun Spore, Sleep Powder Immunities: Ground
Level 10: Bullet Seed, Leech Seed
Leaf Guard: This Pokémon does not suffer from any
Level 14: Mega Drain, Cotton Spore negative status ailments in strong sunlight.
Level 18: Giga Drain, Bounce, Memento
Infiltrator: This Pokémon bypasses Light Screen and
Learnable Moves: Reflect
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 40, 42, Chlorophyll: Damage rolls for this Pokemon get an
43, 44, 45 additional +2 during strong sunlight.
HM: 05 Evolution: Skiploom can evolve into Jumpluff at level
12 and above. When it evolves, its health increases
by double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Tackle, Tail Whip, Synthesis, Splash,
Poison Powder
Level 6: Stun Spore, Sleep Powder, Bullet Seed
Level 10: Leech Seed, Mega Drain
Level 14: Cotton Spore
Level 18: Giga Drain, Bounce, Memento
Learnable Moves:
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 40, 42,
43, 44, 45
HM: 05

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Jumpluff
Small Grass/Flying Type | Level 10 | SR 13

Armor Class: 16
Hit Points: 97
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


14 (+2) 18 (+4) 16 (+3) 6 (-2) 14 (+2) 12 (+1)

Proficient Skills: Nature


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Resistances: Fighting, Grass, Water
Immunities: Ground

Leaf Guard: This Pokémon does not suffer from any


negative status ailments in strong sunlight. Aipom
Infiltrator: This Pokémon bypasses Light Screen and Small Normal Type | Level 1 | SR 3
Reflect
Chlorophyll: Damage rolls for this Pokemon get an Armor Class: 14
additional +2 during strong sunlight. Hit Points: 25
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Splash, Synthesis, Tackle, Tail Whip,
Poison Powder, Stun Spore, Sleep Powder, Bullet STR DEX CON INT WIS CHA
Seed, Leech Seed, Mega Drain 13 (+1) 15 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Cotton Spore, Giga Drain, Bounce,
Memento Proficient Skills: Acrobatics, Sleight of Hand
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Fighting
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32, 40, Resistances: None
42, 43, 44, 45 Immunities: Ghost
HM: 05 Skill Link: On combo moves like Fury Swipes, Comet
Punch, etc., this Pokémon is guaranteed to hit at
least twice.
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Pick Up: If an opponent uses a consumable held item
in battle, this Pokémon gains a copy of it if it is not
currently holding an item.

Moves
Starting Moves: Scratch, Tail Whip, Sand Attack
Level 2: Astonish, Baton Pass
Level 6: Tickle, Fury Swipes, Swift
Level 10: Screech, Agility
Learnable Moves:
TM: 01, 03, 06, 10, 11, 12, 17, 18, 21, 22, 23, 24,
25, 27, 28, 30, 31, 32, 34, 40, 42, 43, 44, 45, 46,
49
HM: 01, 04, 06

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Sunkern Sunflora
Tiny Grass Type | Level 1 | SR 1/4 Small Grass Type | Level 5 | SR 7

Armor Class: 11 Armor Class: 14


Hit Points: 18 Hit Points: 50
Hit Dice: d6 Hit Dice: d10
Speed: 10ft. walking Speed: 25ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 9 (-1) 15 (+2) 6 (-2) 12 (+1) 10 (+0) 14 (+2) 12 (+1) 16 (+3) 6 (-2) 14 (+2) 12 (+1)

Proficient Skills: Nature Proficient Skills: Nature


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water
Immunities: None Immunities: None

Early Bird: This Pokémon has advantage on rolls to Early Bird: This Pokémon has advantage on rolls to
wake from sleep. wake from sleep.
Solar Power: Damage rolls for this Pokémon get an Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight. additional +2 during strong sunlight.
Evolution: Sunkern can evolve into Sunflora at level 7 Solar Power: Damage rolls for this Pokémon get an
and above with the help of a Sun Stone. When it additional +2 during strong sunlight.
evolves, its health increases by double its level, and it
gains 13 points to add to its ability scores (max 20).
Moves
Starting Moves: Absorb, Growth, Pound, Ingrain,
Moves Grass Whistle, Mega Drain, Leech Seed
Starting Moves: Absorb, Growth, Ingrain
Level 6: Razor Leaf, Giga Drain
Level 2: Grass Whistle, Mega Drain, Leech Seed
Level 10: Bullet Seed, Petal Dance
Level 6: Razor Leaf, Giga Drain
Level 14: Solar Beam, Double-Edge, Sunny Day
Level 10: Endeavor, Synthesis
Learnable Moves:
Level 14: Solar Beam, Double-Edge, Sunny Day
TM: 06, 09, 10, 11, 15, 16, 17, 19, 20, 21, 22, 27,
Learnable Moves: 32, 36, 42, 43, 44, 45
TM: 06, 09, 10, 11, 16, 17, 19, 20, 21, 22, 27, 32, HM: 01, 05
36, 42, 43, 44, 45
HM: 01, 05

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Yanma
Medium Bug/Flying Type | Level 5 | SR 5

Armor Class: 13
Hit Points: 58
Hit Dice: d10
Speed: 15ft. walking, 40ft. flying

STR DEX CON INT WIS CHA


12 (+1) 17 (+3) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground

Compound Eyes: This Pokémon gets an additional +1


Wooper
to attack rolls. Small Water/Ground Type | Level 1 | SR 1/4

Frisk: Upon entering a battle, a single opponent’s Armor Class: 11


held item is revealed, if it has one. Hit Points: 17
Speed Boost: While this Pokémon is active and in an Hit Dice: d6
environment related to its type (DM Discretion), its Speed: 20ft. walking, 20ft. swimming
trainer gets advantage on initiative rolls.
STR DEX CON INT WIS CHA
Moves
10 (+0) 10 (+0) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
Starting Moves: Foresight, Tackle, Quick Attack,
Double Team Proficient Skills: Survival
Level 6: Sonic Boom, Detect, Supersonic Saving Throws: Constitution
Vulnerabilities: Grass
Level 10: Uproar, Pursuit Resistances: Fire, Poison, Rock, Steel
Level 14: Ancient Power, Hypnosis Immunities: Electric, Water
Level 18: Wing Attack, Screech Water Absorb: Water type moves do not damage this
Learnable Moves: Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
TM: 06, 10, 11, 17, 19, 21, 22, 27, 29, 30, 32, 40,
42, 43, 44, 45, 46, 47 Damp: This Pokémon is unaffected by Self Destruct
HM: 05 and Explosion moves.
Evolution: Wooper can evolve into Quagsire at level 6
and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Tail Whip, Water Gun
Level 2: Mud Sport, Mud Shot
Level 6: Slam
Level 10: Amnesia, Yawn
Level 14: Earthquake, Rain Dance
Level 18: Haze, Mist, Muddy Water
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 20, 21, 23, 26,
27, 28, 32, 36, 37, 42, 43, 44, 45
HM: 03, 05, 06, 07, 08

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Quagsire
Medium Water/Ground Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 12 (+1) 6 (-2) 14 (+2) 12 (+1)

Proficient Skills: Survival, Athletics


Saving Throws: Constitution, Strength
Vulnerabilities: Grass
Resistances: Fire, Poison, Rock, Steel
Immunities: Electric, Water

Water Absorb: Water type moves do not damage this


Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Oblivious: This Pokémon is immune to moves that
Espeon
Small Psychic Type | Level 5 | SR 9
attempt to charm or taunt it.
Armor Class: 16
Moves Hit Points: 40
Starting Moves: Mud Sport, Tail Whip, Water Gun, Hit Dice: d10
Mud Sport, Mud Shot Speed: 30ft. walking

Level 6: Slam
STR DEX CON INT WIS CHA
Level 10: Amnesia, Yawn
14 (+2) 18 (+4) 13 (+1) 6 (-2) 15 (+2) 14 (+2)
Level 14: Earthquake, Rain Dance
Level 18: Haze, Mist, Muddy Water Proficient Skills: Insight, Persuasion
Learnable Moves: Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost
TM: 01, 03, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, Resistances: Fighting, Psychic
23, 26, 27, 28, 31, 32, 36, 37, 39, 42, 43, 44, 45 Immunities: None
HM: 03, 04, 05, 06, 07, 08
Synchronize: If this Pokémon is burned, paralyzed, or
poisoned, its attacker receives the negative status
effect as well (if not immune).
Inner Focus: This Pokemon is immune to flinching

Moves
Starting Moves: Confusion, Helping Hand, Tackle, Tail
Whip, Sand Attack, Quick Attack
Level 6: Swift, Psybeam
Level 10: Future Sight, Psych Up
Level 14: Morning Sun
Level 18: Psychic
Learnable Moves:
TM: 04, 06, 10, 11, 15, 16, 17, 18, 21, 23, 27, 28,
29, 30, 32, 33, 42, 43, 44, 45, 48
HM: 01, 05

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Umbreon
Small Dark Type | Level 5 | SR 9

Armor Class: 16
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 16 (+3) 12 (+1) 6 (-2) 15 (+2) 14 (+2)

Proficient Skills: Stealth, Deception


Saving Throws: Wisdom
Vulnerabilities: Bug, Fairy, Fighting
Resistances: Dark, Ghost
Immunities: Psychic

Synchronize: If this Pokémon becomes burned,


paralyzed, or poisoned, its attacker receives the
negative status effect as well (if not immune). Murkrow
Inner Focus: This Pokemon is immune to flinching Tiny Dark/Flying Type | Level 1 | SR 2

Moves Armor Class: 13


Hit Points: 20
Starting Moves: Helping Hand, Pursuit, Tackle, Tail Hit Dice: d10
Whip, Sand Attack, Quick Attack Speed: 20ft. walking, 30ft. flying
Level 6: Confuse Ray, Feint Attack
Level 10: Screech STR DEX CON INT WIS CHA
Level 14: Moonlight 12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 8 (-1)
Level 18: Mean Look
Proficient Skills: Insight, Deception
Learnable Moves: Saving Throws: Wisdom, Dexterity
TM: 06, 10, 11, 12, 15, 17, 18, 21, 23, 27, 28, 29, Vulnerabilities: Electric, Fairy, Ice, Rock
30, 32, 41, 42, 43, 44, 45, 49 Resistances: Dark, Ghost, Grass
Immunities: Ground, Psychic
HM: 01, 05
Insomnia: This Pokémon is immune to sleep.
Super Luck: This Pokémon scores a critical hit on 19s
and 20s.
Prankster: Once per short rest, this Pokémon can
move to the top of initiative order in a single round,
but must use a status-affecting move on its turn.

Moves
Starting Moves: Astonish, Peck
Level 2: Pursuit, Haze
Level 6: Wing Attack, Night Shade
Level 10: Taunt
Level 14: Feint Attack, Mean Look
Level 18: Torment
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 21, 27, 30, 32, 40,
41, 42, 43, 44, 45, 46, 47, 49
HM: 02

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Slowking
Medium Water/Psychic Type | Level 8 | SR 11

Armor Class: 16
Hit Points: 81
Hit Dice: d10
Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Insight, History


Saving Throws: Constitution, Wisdom
Vulnerabilities: Bug, Dark, Electric, Ghost, Grass
Resistances: Fighting, Fire, Ice, Psychic, Steel
Immunities: None

Own Tempo: This Pokémon is immune to becoming


confused.
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Regenerator: Once per long rest, this Pokémon
regains hit points equal to its level when it returns to
its Pokéball.

Moves Misdreavus
Starting Moves: Curse, Hidden Power, Tackle, Yawn, Small Ghost Type | Level 5 | SR 7
Growl, Water Gun, Confusion, Disable
Armor Class: 15
Level 10: Headbutt, Water Pulse
Hit Points: 40
Level 14: Swagger Hit Dice: d8
Speed: 30ft. flying
Level 18: Psych Up
Learnable Moves:
STR DEX CON INT WIS CHA
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 17, 18,
20, 21, 23, 26, 27, 28, 29, 30, 31, 32, 35, 38, 42, 14 (+2) 15 (+2) 14 (+2) 6 (-2) 14 (+2) 12 (+1)
43, 44, 45, 48
HM: 03, 04, 05, 06, 08 Proficient Skills: Stealth, Deception
Saving Throws: Wisdom, Charisma
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Growl, Psywave, Spite, Astonish
Level 6: Confuse Ray, Mean Look
Level 10: Psybeam, Pain Split
Level 14: Shadow Ball
Level 18: Perish Song, Grudge
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 29,
30, 32, 34, 40, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05

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Unown
Small Psychic Type | Level 1 | SR 1

Armor Class: 13
Hit Points: 20
Hit Dice: d10
Speed: 30ft. flying

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Arcana, History


Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Hidden Power
Learnable Moves: None

Wobbuffet
Medium Psychic Type | Level 5 | SR 6

Armor Class: 13
Hit Points: 70
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 9 (-1) 18 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Survival


Saving Throws: Wisdom, Constitution
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Shadow Tag: If this Pokémon is active, an opponent


cannot flee or be switched out.
Telepathy: This Pokémon cannot be damaged by its
allies' attacks.

Moves
Starting Moves: Counter, Destiny Bond, Mirror Coat,
Safeguard
Learnable Moves: None

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Girafarig
Medium Normal/Psychic Type | Level 5 | SR 6

Armor Class: 15
Hit Points: 48
Hit Dice: d8
Speed: 40ft. walking

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Dexterity
Vulnerabilities: Bug, Dark
Resistances: Psychic
Immunities: Ghost, Grass

Early Bird: This Pokémon has advantage on rolls to


Pineco
wake from sleep. Small Bug Type | Level 1 | SR 1

Inner Focus: This Pokemon is immune to flinching Armor Class: 13


Sap Sipper: This Pokémon is immune to grass-type Hit Points: 25
moves. If hit by a grass type move, it takes no Hit Dice: d8
damage and instead absorbs the energy, granting Speed: 10ft. walking
advantage on its next attack.
STR DEX CON INT WIS CHA
Moves
12 (+1) 8 (-1) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
Starting Moves: Astonish, Confusion, Growl, Tackle,
Odor Sleuth Proficient Skills: Nature, Survival
Level 6: Stomp, Psybeam Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock
Level 10: Agility Resistances: Grass, Ground, Fighting
Level 14: Crunch, Baton Pass Immunities: None
Level 18: Psychic Sturdy: This Pokémon cannot be KO’d from full
Learnable Moves: health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.
TM: 04, 06, 10, 11, 16, 17, 18, 21, 23, 24, 25, 26,
27, 29, 30, 32, 33, 34, 42, 43, 44, 45, 46, 48 Overcoat: This Pokémon does not take damage from
HM: 04, 05, 06 weather-related moves like Hail, Weather Ball, etc.
Evolution: Pineco can evolve into Forretress at level 9
and above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its
ability scores (max 20).

Moves
Starting Moves: Protect, Tackle
Level 2: Self-Destruct, Take Down
Level 6: Rapid Spin, Bide
Level 10: Spikes
Level 14: Explosion, Iron Defense
Level 18: Double-Edge
Learnable Moves:
TM: 06, 10, 11, 16, 17, 19, 21, 22, 27, 28, 32, 33,
37, 42, 43, 44, 45
HM: 04, 06

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Forretress
Medium Bug/Steel Type | Level 8 | SR 12

Armor Class: 16
Hit Points: 93
Hit Dice: d12
Speed: 20ft. walking

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature, Survival


Saving Throws: Constitution, Strength
Vulnerabilities: Fire
Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
Psychic, Steel
Immunities: Poison
Dunsparce
Sturdy: This Pokémon cannot be KO’d from full Medium Normal Type | Level 1 | SR 2
health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. Armor Class: 14
Hit Points: 20
Overcoat: This Pokémon does not take damage from Hit Dice: d8
weather-related moves like Hail, Weather Ball, etc. Speed: 30ft. walking, 10ft. flying
Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
STR DEX CON INT WIS CHA
Moves 15 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 8 (-1)
Starting Moves: Protect, Tackle, Self-Destruct, Take Proficient Skills: Acrobatics, Perception
Down, Rapid Spin, Bide Saving Throws: Dexterity
Level 10: Spikes Vulnerabilities: Fighting
Resistances: None
Level 14: Explosion, Iron Defense Immunities: Ghost
Level 18: Double-Edge, Zap Cannon
Serene Grace: The DC to avoid a negative status
Learnable Moves: effect from this Pokémon is increased by 1.
TM: 06, 10, 11, 15, 16, 17, 19, 21, 22, 26, 27, 28,
32, 33, 37, 42, 43, 44, 45 Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
HM: 04, 06 from a wild Pokémon encounter.
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging.

Moves
Starting Moves: Defense Curl, Rage, Rollout
Level 2: Spite, Pursuit, Screech, Yawn
Level 6: Ancient Power, Body Slam
Level 10: Take Down, Dig
Level 14: Glare, Double-Edge, Endeavor
Level 18: Endure, Flail
Learnable Moves:
TM: 03, 04, 06, 10, 11, 13, 14, 17, 18, 21, 22, 23,
24, 25, 26, 27, 28, 30, 32, 34, 35, 38, 39, 42, 43,
44, 45, 46
HM: 04, 06

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Gligar
Medium Ground/Flying Type | Level 1 | SR 4

Armor Class: 16
Hit Points: 18
Hit Dice: d8
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics, Stealth


Saving Throws: Dexterity
Vulnerabilities: Ice, Water
Resistances: Bug, Fighting, Poison
Immunities: Electric, Ground

Immunity: This Pokémon is immune to becoming


poisoned.
Hyper Cutter: This Pokémon’s ability modifiers
Steelix
Huge Steel/Ground Type | Level 10 | SR 14
cannot be decreased by an opponent’s moves.
Sand Veil: This Pokémon’s AC increases by 2 in Armor Class: 21
desert terrain. Hit Points: 127
Hit Dice: d12
Moves Speed: 40ft. walking
Starting Moves: Poison Sting, Sand Attack
STR DEX CON INT WIS CHA
Level 2: Harden, Knock Off, Quick Attack
20 (+5) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)
Level 6: Fury Cutter, Feint Attack
Level 10: Slash Proficient Skills: Athletics
Level 14: Screech, Sky Uppercut Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Fire, Ground, Water
Level 18: Swords Dance, Guillotine Resistances: Bug, Dragon, Fighting, Flying, Normal,
Learnable Moves: Psychic, Rock, Steel
Immunities: Electric, Poison
TM: 06, 10, 11, 17, 18, 21, 23, 26, 27, 28, 32, 36,
37, 39, 40, 42, 43, 44, 45, 46, 47 Sturdy: This Pokémon cannot be KO’d from full
HM: 01, 04, 06 health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging.
Rock Head: This Pokémon takes no recoil damage.

Moves
Starting Moves: Bind, Harden, Mud Sport, Tackle,
Curse, Rock Throw, Rock Tomb, Rage, Dragon
Breath, Slam, Screech
Level 14: Rock Slide, Crunch, Iron Tail
Level 18: Dragon Breath, Stone Edge, Double-Edge,
Sandstorm
Learnable Moves:
TM: 05, 06, 10, 11, 12, 15, 17, 21, 23, 26, 27, 28,
32, 37, 39, 41, 42, 43, 44, 45
HM: 01, 04, 06

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Snubbull
Small Fairy Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 14 (+2)

Proficient Skills: Intimidation


Saving Throws: Charisma
Vulnerabilities: Poison, Steel
Resistances: Bug, Dark, Fighting
Immunities: Dragon

Run Away: While this Pokémon is active, the trainer Granbull


automatically succeeds on their DEX roll to run away Medium Fairy Type | Level 5 | SR 5
from a wild Pokémon encounter.
Intimidate: Once per short rest, you can impose Armor Class: 14
disadvantage on an enemy attack roll of your choice. Hit Points: 40
Hit Dice: d8
Evolution: Snubbull can evolve into Granbull at level Speed: 35ft. walking
7 and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 12 (+1) 6 (-2) 12 (+1) 12 (+1)
Moves
Starting Moves: Charm, Scary Face, Tackle, Tail Whip Proficient Skills: Intimidation
Saving Throws: Charisma, Dexterity
Level 2: Bite, Lick Vulnerabilities: Poison, Steel
Level 6: Headbutt Resistances: Bug, Dark, Fighting
Immunities: Dragon
Level 10: Roar, Rage
Level 18: Crunch Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
Learnable Moves: from a wild Pokémon encounter.
TM: 01, 03, 05, 06, 08, 10, 11, 12, 17, 18, 21, 22,
23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36, 38, Quick Feet: When suffering from a negative status
41, 42, 43, 44, 45, 46, 50 effect, this Pokémon’s speed increases by 1 5 ft.

HM: 04, 06 Rattled: When this Pokémon is hit by a damaging


Dark, Bug, or Ghost move, it makes its next attack at
advantage.

Moves
Starting Moves: Charm, Scary Face, Tackle, Tail Whip,
Bite, Lick
Level 6: Headbutt
Level 10: Roar
Level 14: Rage
Level 18: Crunch, Outrage
Learnable Moves:
TM: 01, 03, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21,
22, 23, 24, 25, 26, 27, 28, 30, 31, 32, 34, 35, 36,
38, 39, 41, 42, 43, 44, 45, 46, 50
HM: 04, 06

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Qwilfish
Small Water/Poison Type | Level 5 | SR 5

Armor Class: 15
Hit Points: 20
Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


15 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Intimidation


Saving Throws: Dexterity
Vulnerabilities: Electric, Ground, Psychic
Resistances: Bug, Fairy, Fighting, Fire, Ice, Poison,
Steel, Water
Immunities: None

Intimidate: Once per short rest, you can impose Scizor


disadvantage on an enemy attack roll of your choice. Medium Bug/Steel Type | Level 10 | SR 14
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the Armor Class: 19
target is poisoned. Hit Points: 110
Hit Dice: d12
Swift Swim: This Pokémon's swim speed is doubled Speed: 30ft. walking, 30ft. flying
in rainy conditions.

Moves STR DEX CON INT WIS CHA


Starting Moves: Poison Sting, Spikes, Tackle, Water 20 (+5) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 8 (-1)
Gun, Harden, Minimize, Bubble
Proficient Skills: Acrobatics, Intimidation
Level 6: Rollout Saving Throws: Dexterity, Strength
Level 10: Spit Up, Stockpile, Revenge Vulnerabilities: Fire
Resistances: Bug, Dragon, Fairy, Grass, Ice, Normal,
Level 14: Pin Missile, Take Down Psychic, Steel
Level 18: Destiny Bond, Hydro Pump Immunities: Poison
Learnable Moves: Steadfast: Once per long rest, when this Pokémon
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 30, 32, fails a saving throw against a negative status effect, it
34, 36, 42, 43, 44, 45 can choose to pass instead.
HM: 03, 07, 08 Swarm: This Pokémon deals an additional 1d6
damage on attacks when it has 10% or less of its
maximum health.
Technician: For damaging moves activated by this
Pokémon with 15 PP or more, they may roll the
damage twice and use the higher result.

Moves
Starting Moves: Leer, Quick Attack, Focus Energy,
Pursuit, False Swipe, Agility, Metal Claw, Fury Cutter,
Slash
Level 14: Razor Wind, Iron Defense
Level 18: Swords Dance
Learnable Moves:
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 37, 40, 42,
43, 44, 45, 46, 47
HM: 01, 04, 06

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Shuckle
Small Bug/Rock Type | Level 5 | SR 11

Armor Class: 26
Hit Points: 70
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Rock, Steel, Water
Resistances: Normal, Poison
Immunities: None

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. Heracross
Medium Bug/Fighting Type | Level 5 | SR 9
Gluttony: This Pokémon must eat its held berry when
it falls below ½ of its maximum HP.
Armor Class: 18
Hit Points: 50
Moves Hit Dice: d10
Starting Moves: Bide, Constrict, Rollout, Withdraw, Speed: 30ft. walking, 15ft. flying
Encore, Wrap
Level 6: Safeguard, Rest STR DEX CON INT WIS CHA
Level 10: Rock Throw 18 (+4) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 14: Rock Slide
Proficient Skills: Athletics
Level 18: Stone Edge Saving Throws: Strength
Learnable Moves: Vulnerabilities: Fairy, Fire, Flying, Psychic
Resistances: Bug, Dark, Flying, Grass, Ground
TM: 06, 10, 11, 17, 20, 21, 26, 27, 28, 32, 36, 37, Immunities: None
39, 42, 43, 44, 45
HM: 04, 05, 06 Swarm: This Pokémon deals an additional 1d6
damage on attacks when it has 10% or less of its
maximum health.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.
Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect.

Moves
Starting Moves: Arm Thrust, Bullet Seed, Endure,
Horn Attack, Leer, Tackle, Aerial Ace
Level 6: Counter, Fury Attack
Level 10: Brick Break, Pin Missile
Level 14: Take Down, Megahorn
Level 18: Reversal
Learnable Moves:
TM: 01, 06, 08, 10, 11, 15, 17, 18, 21, 26, 27, 28,
31, 32, 39, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Sneasel
Medium Dark/Ice Type | Level 5 | SR 4

Armor Class: 15
Hit Points: 30
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Stealth, Deception


Saving Throws: Dexterity
Vulnerabilities: Bug, Fairy, Fighting, Fire, Rock, Steel
Resistances: Dark, Ghost, Ice
Immunities: Psychic

Pickpocket: As a bonus action, this Pokémon can


Teddiursa
make a DEX check contested by the opponent’s WIS Small Normal Type | Level 1 | SR 1/2
to attempt to steal a held item. After the first
attempt, all others against the same opponent are Armor Class: 13
rolled at disadvantage. Hit Points: 16
Hit Dice: d6
Inner Focus: This Pokemon is immune to flinching Speed: 25ft. walking
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
STR DEX CON INT WIS CHA
Moves 13 (+1) 11 (+0) 11 (+0) 6 (-2) 10 (+0) 12 (+1)
Starting Moves: Leer, Scratch, Taunt, Quick Attack, Proficient Skills: Persuasion, Medicine
Feint Attack Saving Throws: Charisma
Level 6: Icy Wind, Fury Swipes, Agility, Metal Claw Vulnerabilities: Fighting
Resistances: None
Level 10: Beat Up, Screech Immunities: Ghost
Level 14: Slash, Snatch
Pick Up: If an opponent uses a consumable held item
Learnable Moves: in battle, this Pokémon gains a copy of it if it is not
TM: 01, 04, 06, 07, 10, 11, 12, 13, 14, 17, 18, 21, currently holding an item.
23, 27, 28, 30, 31, 32, 40, 41, 42, 43, 44, 45, 46,
49 Quick Feet: When suffering from a negative status
effect, this Pokémon’s speed increases by 1 5 ft.
HM: 01, 03, 04, 06
Evolution: Teddiursa can evolve into Ursaring at level
8 and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Covet, Fake Tears, Lick, Scratch
Level 2: Fury Swipes
Level 6: Feint Attack, Sweet Scent
Level 10: Slash
Level 14: Charm
Level 18: Rest, Snore, Thrash
Learnable Moves:
TM: 01, 05, 06, 08, 10, 11, 12, 17, 18, 21, 26, 27,
28, 31, 32, 40, 41, 42, 43, 44, 45, 46
HM: 01, 04, 06

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Ursaring
Medium Normal Type | Level 5 | SR 6

Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Strength
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Guts: This Pokémon does an additional 1d6 damage


on attacks when suffering a negative status effect. Slugma
Unnerve: Opponents in combat with this Pokémon Medium Fire Type | Level 1 | SR 1/8
cannot eat held berries.
Quick Feet: When suffering from a negative status Armor Class: 11
effect, this Pokémon’s speed increases by 1 5 ft. Hit Points: 18
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Covet, Fake Tears, Leer, Lick, Scratch,
Fury Swipes STR DEX CON INT WIS CHA
10 (+0) 9 (-1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 6: Feint Attack, Sweet Scent
Level 10: Slash Proficient Skills: Survival
Level 14: Scary Face, Rest Saving Throws: Constitution
Vulnerabilities: Ground, Rock, Water
Level 18: Snore, Thrash Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Learnable Moves: Immunities: None
TM: 01, 05, 06, 08, 10, 11, 12, 15, 17, 18, 21, 26, Flame Body: When hit by a melee attack, roll a d10.
27, 28, 31, 32, 39, 40, 41, 42, 43, 44, 45, 46 On a 10, the attacker is burned.
HM: 01, 04, 06
Magma Armor: This Pokémon is immune to freezing.
Evolution: Slugma can evolve into Magcargo at level
10 and above. When it evolves, its health increases
by double its level, and it gains 12 points to add to
its ability scores (max 20).

Moves
Starting Moves: Smog, Yawn
Level 2: Ember, Rock Throw, Harden
Level 6: Ancient Power
Level 10: Rock Slide
Level 14: Amnesia, Body Slam
Level 18: Recover, Flamethrower
Learnable Moves:
TM: 06, 10, 11, 16, 17, 21, 27, 32, 33, 35, 38, 42,
43, 44, 45, 50
HM: 06

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Magcargo
Medium Fire/Rock Type | Level 8 | SR 10

Armor Class: 16
Hit Points: 72
Hit Dice: d10
Speed: 25ft. walking

STR DEX CON INT WIS CHA


17 (+3) 11 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fighting, Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Ice, Normal, Poison,
Steel
Immunities: None

Flame Body: When hit by a melee attack, roll a d10.


Swinub
On a 10, the attacker is burned. Small Ice/Ground Type | Level 1 | SR 1/4

Magma Armor: This Pokémon is immune to freezing. Armor Class: 12


Hit Points: 17
Moves Hit Dice: d6
Speed: 20ft. walking
Starting Moves: Smog, Yawn, Ember, Rock Throw,
Harden, Ancient Power
STR DEX CON INT WIS CHA
Level 10: Rock Slide
10 (+0) 11 (+0) 13 (+1) 6 (-2) 12 (+1) 10 (+0)
Level 14: Amnesia, Body Slam
Level 18: Recover, Flamethrower Proficient Skills: Survival
Learnable Moves: Saving Throws: Constitution
Vulnerabilities: Fire, Fighting, Grass, Steel, Water
TM: 06, 10, 11, 15, 16, 17, 21, 26, 27, 32, 33, 35, Resistances: Poison
37, 38, 39, 42, 43, 44, 45, 50 Immunities: Electric
HM: 04, 06
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Evolution: Swinub can evolve into Piloswine at level 9
and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Odor Sleuth, Tackle
Level 2: Mud Sport, Powder Snow, Mud-Slap
Level 6: Endure, Icy Wind
Level 10: Take Down, Mist
Level 14: Earthquake, Flail
Level 18: Blizzard, Amnesia
Learnable Moves:
TM: 05, 06, 07, 10, 13, 14, 16, 17, 18, 21, 26, 27,
28, 32, 33, 37, 39, 42, 43, 44, 45
HM: 04, 06

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Piloswine
Medium Ice/Ground Type | Level 8 | SR 8

Armor Class: 14
Hit Points: 64
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Fighting, Grass, Steel, Water
Resistances: Poison
Immunities: Electric

Thick Fat: This Pokémon takes quarter damage from


Corsola
Fire and Ice type moves. Small Water/Rock Type | Level 1 | SR 3

Snow Cloak: This Pokémon's AC is increased by 2 in Armor Class: 16


snowy conditions. Hit Points: 19
Oblivious: This Pokémon is immune to moves that Hit Dice: d6
attempt to charm or taunt it. Speed: 15ft. walking, 25ft. swimming

Moves STR DEX CON INT WIS CHA


Starting Moves: Ancient Power, Fury Attack, Mud 14 (+2) 12 (+1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Sport, Odor Sleuth, Peck, Powder Snow, Mud Sport,
Powder Snow, Mud-Slap, Endure, Icy Wind Proficient Skills: Survival, Stealth
Level 10: Take Down Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground
Level 14: Mist, Thrash Resistances: Fire, Flying, Ice, Normal, Poison
Level 18: Blizzard, Amnesia Immunities: None
Learnable Moves: Natural Cure: This Pokémon is cured of negative
TM: 05, 06, 07, 10, 13, 14, 15, 16, 17, 18, 21, 26, status ailments upon returning to its Pokeball.
27, 28, 32, 33, 37, 39, 42, 43, 44, 45
Hustle: When this Pokémon scores a critical hit, it
HM: 04, 06 may immediately use the same move to attack again
at disadvantage.
Regenerator: Once per long rest, this Pokémon
regains hit points equal to its level when it returns to
its Pokéball.

Moves
Starting Moves: Harden, Tackle, Bubble
Level 2: Recover, Bubble Beam, Refresh
Level 6: Ancient Power, Spike Cannon
Level 10: Iron Defense, Rock Blast
Level 14: Endure
Level 18: Mirror Coat, Flail
Learnable Moves:
TM: 03, 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20,
21, 26, 27, 28, 29, 30, 32, 33, 37, 39, 42, 43, 44,
45
HM: 03, 04, 06

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Remoraid
Small Water Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 5ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Sniper: On a critical hit made by this Pokémon, triple


the dice roll instead of doubling it.
Hustle: When this Pokémon scores a critical hit, it
Octillery
Medium Water Type | Level 5 | SR 6
may immediately use the same move to attack again
at disadvantage.
Armor Class: 15
Moody: At the end of each long rest, this Pokémon Hit Points: 40
rerolls on the nature table, replacing its nature with Hit Dice: d10
the result until the next long rest. Speed: 30ft. walking, 30ft. swimming
Evolution: Remoraid can evolve into Octillery at level
7 and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its STR DEX CON INT WIS CHA
ability scores (max 20). 16 (+3) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Moves Proficient Skills: Acrobatics


Saving Throws: Dexterity
Starting Moves: Water Gun Vulnerabilities: Electric, Grass
Level 2: Lock-On, Psybeam Resistances: Fire, Ice, Steel, Water
Immunities: None
Level 6: Aurora Beam, Bubble Beam, Focus Energy
Level 10: Water Pulse, Signal Beam Sniper: On a critical hit made by this Pokémon, triple
the dice roll instead of doubling it.
Level 14: Ice Beam, Bullet Seed
Level 18: Hydro Pump, Hyper Beam Suction Cups: This Pokémon cannot be forced out of
battle by an opponent’s moves.
Learnable Moves:
Moody: At the end of each long rest, this Pokémon
TM: 03, 06, 10, 13, 14, 15, 17, 18, 21, 27, 29, 32, rerolls on the nature table, replacing its nature with
35, 38, 42, 43, 44, 45, 46 the result until the next long rest.
HM: 03, 07, 08
Moves
Starting Moves: Octazooka, Rock Blast, Water Gun,
Constrict, Psybeam
Level 6: Aurora Beam, Bubble Beam
Level 10: Focus Energy, Signal Beam
Level 14: Ice Beam, Bullet Seed
Level 18: Hydro Pump, Hyper Beam
Learnable Moves:
TM: 03, 06, 09, 10, 13, 14, 15, 17, 18, 21, 27, 29,
32, 35, 36, 38, 42, 43, 44, 45, 46
HM: 03, 07, 08

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Delibird
Small Ice/Flying Type | Level 1 | SR 1

Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


11 (+0) 15 (+2) 10 (+0) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Acrobatics, Survival


Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Rock, Steel
Resistances: Bug, Grass
Immunities: Ground

Vital Spirit: This Pokémon cannot be put to sleep.


Hustle: When this Pokémon scores a critical hit, it
may immediately use the same move to attack again
at disadvantage.
Insomnia: This Pokémon is immune to sleep. Mantine
Medium Water/Flying Type | Level 8 | SR 10
Moves
Armor Class: 17
Starting Moves: Present Hit Points: 62
Hit Dice: d10
Level 6: Drill Peck
Speed: 5ft. walking, 30ft. swimming, 30ft. flying
Learnable Moves:
TM: 01, 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, STR DEX CON INT WIS CHA
40, 42, 43, 44, 45, 46
18 (+4) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
HM: 02
Proficient Skills: Athletics
Saving Throws: Dexterity
Vulnerabilities: Electric, Rock
Resistances: Bug, Fighting, Fire, Steel
Immunities: Ground, Water

Water Absorb: Water type moves do not damage this


Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Water Veil: This Pokémon is immune to burning.
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.

Moves
Starting Moves: Bubble, Bullet Seed, Psybeam, Signal
Beam, Tackle, Supersonic, Bubble Beam, Confuse
Ray, Wing Attack, Headbutt, Water Pulse
Level 10: Take Down, Agility
Level 18: Bounce, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32,
40, 42, 43, 44, 45
HM: 03, 07, 08

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Skarmory
Medium Steel/Flying Type | Level 8 | SR 10

Armor Class: 17
Hit Points: 68
Hit Dice: d10
Speed: 30ft. walking, 40ft. flying

STR DEX CON INT WIS CHA


19 (+4) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics, Perception


Saving Throws: Strength, Dexterity
Vulnerabilities: Electric, Fire
Resistances: Bug, Dragon, Fairy, Flying, Grass,
Normal, Psychic, Steel
Immunities: Ground, Poison
Houndour
Keen Eye: This Pokémon ignores disadvantage when Small Dark/Fire Type | Level 1 | SR 1/2
it relates to sight.
Sturdy: This Pokémon cannot be KO’d from full Armor Class: 12
health. If a move takes this Pokémon from full HP to Hit Points: 17
0, it lowers it to 1HP instead. Hit Dice: d6
Speed: 30ft. walking
Moves
Starting Moves: Leer, Peck, Sand Attack, Metal Claw, STR DEX CON INT WIS CHA
Air Cutter, Fury Attack 11 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 10: Swift, Spikes, Agility
Proficient Skills: Stealth, Athletics
Level 14: Steel Wing, Slash Saving Throws: Dexterity
Level 18: Metal Sound Vulnerabilities: Fighting, Ground, Rock, Water
Resistances: Dark, Fire, Ghost, Grass, Ice, Steel
Learnable Moves: Immunities: Psychic
TM: 05, 06, 10, 11, 12, 17, 21, 27, 32, 37, 40, 41,
42, 43, 44, 45, 46, 47 Early Bird: This Pokémon has advantage on rolls to
wake from sleep.
HM: 01, 02, 06
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: Houndour can evolve into Houndoom at
level 7 and above. When it evolves, its health
increases by double its level, and it gains 9 points to
add to its ability scores (max 20).

Moves
Starting Moves: Ember, Leer, Howl
Level 2: Smog, Roar
Level 6: Bite, Odor Sleuth
Level 10: Beat Up, Feint Attack
Level 18: Flamethrower, Crunch
Learnable Moves:
TM: 05, 06, 10, 11, 12, 17, 21, 22, 23, 27, 30, 32,
35, 36, 38, 41, 42, 43, 44, 45, 46, 49, 50
HM: 06

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Houndoom
Medium Dark/Fire Type | Level 5 | SR 8

Armor Class: 17
Hit Points: 45
Hit Dice: d10
Speed: 40ft. walking

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Stealth, Athletics


Saving Throws: Dexterity
Vulnerabilities: Fighting, Ground, Rock, Water
Resistances: Dark, Fire, Ghost, Grass, Ice, Steel
Immunities: Psychic

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
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.
Kingdra
Medium Water/Dragon Type | Level 10 | SR 12
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries. Armor Class: 17
Hit Points: 89
Moves Hit Dice: d12
Speed: 10ft. walking, 40ft. swimming
Starting Moves: Ember, Howl, Leer, Smog, Roar
Level 6: Bite, Odor Sleuth STR DEX CON INT WIS CHA
Level 10: Beat Up 18 (+4) 18 (+4) 14 (+2) 6 (-2) 12 (+1) 12 (+1)
Level 14: Feint Attack
Level 18: Flamethrower, Crunch Proficient Skills: Acrobatics
Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Dragon, Fairy
TM: 05, 06, 10, 11, 12, 15, 17, 21, 22, 23, 27, 30, Resistances: Fire, Steel, Water
32, 35, 36, 38, 41, 42, 43, 44, 45, 46, 49, 50 Immunities: None
HM: 04, 06 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 swim speed is doubled
in rainy conditions.

Moves
Starting Moves: Bubble, Leer, Yawn, Smokescreen,
Leer, Water Gun, Twister, Bubble Beam, Focus
Energy
Level 14: Agility
Level 18: Dragon Dance, Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32,
42, 43, 44, 45
HM: 03, 07, 08

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Phanpy
Medium Ground Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Athletics, Survival


Saving Throws: Strength
Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Immunities: Electric

Sand Veil: This Pokémon’s AC increases by 2 in


desert terrain.
Pick Up: If an opponent uses a consumable held item
in battle, this Pokémon gains a copy of it if it is not
currently holding an item. Donphan
Medium Ground Type | Level 5 | SR 7
Evolution: Phanpy can evolve into Donphan at level 7
and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its Armor Class: 16
ability scores (max 20). Hit Points: 45
Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Defense Curl, Growl, Odor Sleuth,
Tackle STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 2: Flail, Rollout
Level 6: Endure Proficient Skills: Athletics, Survival
Level 10: Slam, Take Down Saving Throws: Strength
Vulnerabilities: Grass, Ice, Water
Level 14: Charm Resistances: Poison, Rock
Level 18: Double-Edge Immunities: Electric
Learnable Moves: Sand Veil: This Pokémon’s AC increases by 2 in
TM: 05, 06, 10, 11, 17, 21, 23, 26, 27, 32, 37, 39, desert terrain.
42, 43, 44, 45
Sturdy: This Pokémon cannot be KO’d from full
HM: 04, 06 health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.

Moves
Starting Moves: Defense Curl, Fury Attack, Growl,
Horn Attack, Rapid Spin, Rollout
Level 6: Knock Off
Level 10: Slam, Magnitude
Level 14: Scary Face
Level 18: Earthquake
Learnable Moves:
TM: 05, 06, 10, 11, 15, 17, 21, 23, 26, 27, 32, 37,
39, 42, 43, 44, 45
HM: 04, 06

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Porygon2
Medium Normal Type | Level 8 | SR 12

Armor Class: 16
Hit Points: 73
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 12 (+1)

Proficient Skills: Nature


Saving Throws: Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Download: Once per short rest, this Pokémon can Stantler


choose a different damage type for one of their Medium Normal Type | Level 5 | SR 5
normal attacks.
Trace: This Pokémon copies a random ability of an Armor Class: 14
opponent when entering battle. The ability cannot be Hit Points: 30
Flower Gift, Forecast, Illusion, Imposter, Multitype, Hit Dice: d8
Trace, Wonder Guard, or Zen Mode. Speed: 35ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Conversion, Conversion 2, Defense 15 (+2) 17 (+3) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Curl, Tackle, Psybeam, Agility, Recover
Level 10: Signal Beam, Recycle Proficient Skills: Athletics, Intimidation
Saving Throws: Dexterity
Level 14: Discharge, Lock-On, Tri Attack Vulnerabilities: Fighting
Level 18: Magic Coat, Zap Cannon, Hyper Beam Resistances: None
Immunities: Ghost, Grass
Learnable Moves:
TM: 06, 10, 11, 13, 14, 15, 17, 18, 21, 22, 23, 24, Intimidate: Once per short rest, you can impose
25, 27, 29, 30, 32, 34, 40, 42, 43, 44, 46 disadvantage on an enemy attack roll of your choice.
HM: 05 Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one.
Sap Sipper: This Pokémon is immune to grass-type
moves. If hit by a grass type move, it takes no
damage and instead absorbs the energy, granting
advantage on its next attack.

Moves
Starting Moves: Tackle, Leer, Astonish, Hypnosis,
Stomp
Level 6: Sand Attack, Take Down
Level 10: Confuse Ray, Calm Mind
Level 14: Role Play
Level 18: Jump Kick, Imprison
Learnable Moves:
TM: 04, 05, 06, 10, 11, 16, 17, 18, 21, 22, 23, 24,
25, 26, 27, 29, 30, 32, 33, 34, 42, 43, 44, 45, 46,
48
HM: 05

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Smeargle
Medium Normal Type | Level 1 | SR 1

Armor Class: 12
Hit Points: 18
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 14 (+2)

Proficient Skills: Performance, Sleight of Hand


Saving Throws: Charisma
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Own Tempo: This Pokémon is immune to becoming


confused.
Technician: For damaging moves activated by this
Pokémon with 15 PP or more, they may roll the
damage twice and use the higher result.
Moody: At the end of each long rest, this Pokémon Tyrogue
rerolls on the nature table, replacing its nature with Small Fighting Type | Level 1 | SR 1/4
the result until the next long rest.
Armor Class: 11
Moves Hit Points: 17
Hit Dice: d6
Starting Moves: Sketch Speed: 25ft. walking
Learnable Moves: None
STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock
Immunities: None

Vital Spirit: This Pokémon cannot be put to sleep.


Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect.
Evolution: Starting at level 6, Tyrogue can evolve into
Hitmonchan if its STR is higher than its DEX,
Hitmonlee if its DEX is higher than its STR, or
Hitmontop if its STR is equal to its DEX. When it
evolves, its health increases by double its level, and it
gains 8 points to add to its ability scores (max 20).

Moves
Starting Moves: Fake Out, Foresight, Helping Hand,
Tackle
Learnable Moves:
TM: 06, 08, 10, 11, 17, 18, 21, 26, 27, 31, 32, 42,
43, 44, 45, 46
HM: 04, 06

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Hitmontop
Medium Fighting Type | Level 5 | SR 7

Armor Class: 16
Hit Points: 51
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics, Intimidation


Saving Throws: Dexterity
Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock
Immunities: None

Intimidate: Once per short rest, you can impose


disadvantage on an enemy attack roll of your choice.
Smoochum
Small Ice/Psychic Type | Level 1 | SR 2
Technician: For damaging moves activated by this
Pokémon with 15 PP or more, they may roll the Armor Class: 12
damage twice and use the higher result. Hit Points: 24
Steadfast: Once per long rest, when this Pokémon Hit Dice: d8
fails a saving throw against a negative status effect, it Speed: 25ft. walking
can choose to pass instead.
STR DEX CON INT WIS CHA
Moves
10 (+0) 14 (+2) 11 (+0) 8 (-1) 10 (+0) 14 (+2)
Starting Moves: Revenge, Rolling Kick, Focus Energy,
Pursuit Proficient Skills: Deception, Insight
Level 6: Quick Attack, Rapid Spin Saving Throws: Charisma
Vulnerabilities: Bug, Dark, Fire, Ghost, Rock, Steel
Level 10: Counter Resistances: Ice, Psychic
Level 14: Triple Kick, Agility Immunities: None
Level 18: Detect, Endeavor Hydration: This Pokémon is unaffected by negative
Learnable Moves: status ailments in water or during rainy conditions.
TM: 06, 08, 10, 11, 17, 18, 21, 26, 27, 28, 31, 32, Oblivious: This Pokémon is immune to moves that
37, 42, 43, 44, 45, 46 attempt to charm or taunt it.
HM: 04, 06 Evolution: Smoochum can evolve into Jynx at level 8
and above if its Loyalty level is +2 or higher. When it
evolves, its health increases by double its level, and it
gains 4 points to add to its ability scores (max 20).

Moves
Starting Moves: Pound
Level 2: Lick, Sweet Kiss, Powder Snow
Level 6: Confusion, Sing
Level 10: Mean Look, Fake Tears
Level 14: Psychic
Level 18: Perish Song, Blizzard
Learnable Moves:
TM: 03, 04, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27,
29, 30, 32, 33, 42, 43, 44, 45, 46, 48
HM: 05

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Elekid
Small Electric Type | Level 1 | SR 2

Armor Class: 13
Hit Points: 26
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Constitution
Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Vital Spirit: This Pokémon cannot be put to sleep.


Static: When this Pokémon is hit by a melee attack, Magby
roll a d4. On a result of 4, the attacker takes 1d6 Small Fire Type | Level 1 | SR 2
electric damage.
Evolution: Elekid can evolve into Electabuzz at level 8 Armor Class: 13
and above if its Loyalty level is +2 or higher. When it Hit Points: 26
evolves, its health increases by double its level, and it Hit Dice: d8
gains 4 points to add to its ability scores (max 20). Speed: 25ft. walking

Moves STR DEX CON INT WIS CHA


Starting Moves: Leer, Quick Attack 12 (+1) 16 (+3) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 2: Thunder Shock, Low Kick, Swift
Proficient Skills: Athletics
Level 6: Shock Wave, Thunder Wave Saving Throws: Constitution
Level 10: Light Screen, Thunder Punch Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Level 14: Discharge, Screech, Thunderbolt Immunities: None
Level 18: Thunder
Vital Spirit: This Pokémon cannot be put to sleep.
Learnable Moves:
TM: 01, 06, 10, 16, 17, 18, 21, 24, 25, 27, 29, 31, Flame Body: When hit by a melee attack, roll a d10.
32, 34, 42, 43, 44, 45, 46 On a 10, the attacker is burned.

HM: 05, 06 Evolution: Magby can evolve into Magmar at level 8


and above if its Loyalty level is +2 or higher. When it
evolves, its health increases by double its level, and it
gains 4 points to add to its ability scores (max 20).

Moves
Starting Moves: Leer, Smog
Level 2: Ember, Smokescreen, Feint Attack
Level 6: Fire Spin
Level 10: Confuse Ray, Fire Punch
Level 14: Sunny Day, Flamethrower
Level 18: Fire Blast
Learnable Moves:
TM: 01, 06, 10, 11, 17, 21, 23, 27, 29, 31, 32, 35,
38, 42, 43, 44, 45, 46
HM: 06

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Miltank
Medium Normal Type | Level 8 | SR 10

Armor Class: 17
Hit Points: 60
Hit Dice: d10
Speed: 30ft. walking

STR DEX CON INT WIS CHA


17 (+3) 17 (+3) 14 (+2) 6 (-2) 14 (+2) 11 (+0)

Proficient Skills: Athletics, Survival


Saving Throws: Strength, Constitution
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost, Grass

Scrappy: This Pokémon's Normal and Fighting type


moves hit Ghost type Pokémon.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Sap Sipper: This Pokémon is immune to grass-type
moves. If hit by a grass type move, it takes no
Blissey
Medium Normal Type | Level 10 | SR 14
damage and instead absorbs the energy, granting
advantage on its next attack.
Armor Class: 15
Hit Points: 122
Moves Hit Dice: d12
Starting Moves: Tackle, Growl, Defense Curl, Stomp, Speed: 30ft. walking
Milk Drink, Bide, Rollout
Level 10: Body Slam STR DEX CON INT WIS CHA
Level 18: Heal Bell 14 (+2) 13 (+1) 20 (+5) 6 (-2) 14 (+2) 16 (+3)
Learnable Moves:
Proficient Skills: Arcana, Persuasion
TM: 01, 03, 06, 07, 10, 11, 13, 14, 15, 17, 18, 21, Saving Throws: Wisdom, Charisma
22, 23, 24, 25, 26, 27, 30, 31, 32, 34, 37, 39, 42, Vulnerabilities: Fighting
43, 44, 45 Resistances: None
HM: 03, 04, 06 Immunities: Ghost

Healer: As an action, this Pokémon can touch an ally


to restore a negative status effect.
Serene Grace: The DC to avoid a negative status
effect from this Pokémon is increased by 1.
Natural Cure: This Pokémon is cured of negative
status ailments upon returning to its Pokeball.

Moves
Starting Moves: Defense Curl, Growl, Pound, Tail
Whip, Refresh, Double Slap, Soft-Boiled, Minimize,
Take Down, Sing
Level 18: Egg Bomb, Light Screen, Double-Edge
Learnable Moves:
TM: 01, 03, 04, 06, 07, 10, 11, 13, 14, 15, 16, 17,
18, 20, 21, 22, 23, 24, 25, 26, 27, 29, 30, 31, 32,
34, 35, 37, 38, 39, 42, 43, 44, 45, 48, 49
HM: 04, 05, 06

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Raikou
Medium Electric Type | Level 15 | SR 14

Armor Class: 17
Hit Points: 162
Hit Dice: d12
Speed: 50ft. walking

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 15 (+2) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Acrobatics, Intimidation


Saving Throws: Strength, Dexterity
Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Inner Focus: This Pokemon is immune to flinching


Pressure: Any move targeting this Pokémon directly
costs an additional 1 PP.

Moves
Starting Moves: Bite, Leer, Thunder Shock, Roar,
Quick Attack, Spark, Reflect, Crunch, Discharge
Level 14: Discharge Entei
Level 18: Extrasensory, Rain Dance, Calm Mind, Medium Fire Type | Level 15 | SR 14
Thunder
Learnable Moves: Armor Class: 16
Hit Points: 167
TM: 04, 05, 06, 10, 11, 15, 17, 18, 21, 23, 24, 25,
Hit Dice: d12
27, 28, 32, 33, 34, 37, 42, 43, 44
Speed: 50ft. walking
HM: 01, 04, 05, 06

STR DEX CON INT WIS CHA


18 (+4) 19 (+4) 16 (+3) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Athletics, Intimidation


Saving Throws: Strength, Constitution
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None

Inner Focus: This Pokemon is immune to flinching


Pressure: Any move targeting this Pokémon directly
costs an additional 1 PP.

Moves
Starting Moves: Ember, Leer, Sacred Fire, Roar, Fire
Spin, Stomp, Flamethrower, Swagger
Level 18: Extrasensory, Fire Blast, Calm Mind,
Eruption
Learnable Moves:
TM: 04, 05, 06, 10, 11, 15, 17, 18, 21, 22, 23, 27,
28, 32, 33, 35, 37, 38, 42, 43, 44
HM: 01, 04, 05, 06

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Suicune
Medium Water Type | Level 15 | SR 14

Armor Class: 18
Hit Points: 162
Hit Dice: d12
Speed: 50ft. walking

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 15 (+2) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Athletics, Intimidation


Saving Throws: Dexterity, Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None
Larvitar
Inner Focus: This Pokemon is immune to flinching Medium Rock/Ground Type | Level 1 | SR 1

Pressure: Any move targeting this Pokémon directly Armor Class: 13


costs an additional 1 PP. Hit Points: 20
Hit Dice: d8
Moves Speed: 20ft. walking
Starting Moves: Bite, Leer, Sheer Cold, Bubble Beam,
Rain Dance, Gust, Aurora Beam, Mist, Mirror Coat STR DEX CON INT WIS CHA
Level 18: Extrasensory, Hydro Pump, Calm Mind, 13 (+1) 12 (+1) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Blizzard
Learnable Moves: Proficient Skills: Athletics
Saving Throws: Strength
TM: 03, 04, 05, 06, 07, 10, 11, 13, 14, 15, 17, 18, Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
21, 23, 27, 28, 32, 33, 37, 42, 43, 44 Water
HM: 01, 03, 06, 07, 08 Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric

Sand Veil: This Pokémon’s AC increases by 2 in


desert terrain.
Burrower: This Pokémon can burrow underground
traveling a distance equal to its walking speed before
re-emerging.
Evolution: Larvitar can evolve into Pupitar at level 8
and above. When it evolves, its health increases by
double its level, and it gains 5 points to add to its
ability scores (max 20).

Moves
Starting Moves: Bite, Leer
Level 2: Sandstorm, Screech
Level 6: Rock Slide
Level 10: Scary Face, Thrash
Level 14: Crunch, Earthquake
Level 18: Stone Edge, Hyper Beam
Learnable Moves:
TM: 06, 10, 11, 12, 15, 17, 18, 21, 26, 27, 28, 31,
32, 37, 41, 42, 43, 44, 45
HM: 06

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Pupitar Tyranitar
Medium Rock/Ground Type | Level 5 | SR 7 Medium Rock/Dark Type | Level 10 | SR 14

Armor Class: 14 Armor Class: 17


Hit Points: 56 Hit Points: 123
Hit Dice: d10 Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 18 (+4) 6 (-2) 12 (+1) 10 (+0) 20 (+5) 17 (+3) 20 (+5) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Ice, Steel, Vulnerabilities: Fighting, Grass, Ground, Ice, Steel,
Water Water
Resistances: Fire, Flying, Normal, Poison, Rock Resistances: Fire, Flying, Normal, Poison, Rock
Immunities: Electric Immunities: Electric

Shed Skin: If this Pokémon is affected by a negative Sand Stream: A constant Sandstorm covers the
status ailment, they can roll a d4 at the end of each battlefield when this Pokémon enters a battle. This
of their turns. On a result of 4, they are cured. Pokémon may use the move Sandstorm as a bonus
action. In the case of another Pokémon with a similar
Evolution: Pupitar can evolve into Tyranitar at level weather ability, the tie goes to the Pokémon with the
16 and above. When it evolves, its health increases highest DEX score.
by double its level, and it gains 15 points to add to
its ability scores (max 20). Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.
Moves
Starting Moves: Bite, Leer, Sandstorm, Screech
Moves
Starting Moves: Bite, Leer, Sandstorm, Screech, Rock
Level 6: Rock Slide Slide, Scary Face, Thrash
Level 10: Scary Face, Thrash
Level 14: Crunch
Level 14: Crunch
Level 18: Earthquake, Stone Edge, Hyper Beam
Level 18: Earthquake, Stone Edge, Hyper Beam
Learnable Moves:
Learnable Moves:
TM: 01, 02, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17,
TM: 06, 10, 11, 12, 15, 17, 18, 21, 26, 27, 28, 31, 18, 21, 23, 24, 25, 26, 27, 28, 31, 32, 34, 35, 37,
32, 37, 41, 42, 43, 44, 45 38, 39, 40, 41, 42, 43, 44, 45
HM: 06 HM: 01, 03, 04, 06

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Lugia
Huge Psychic/Flying Type | Level 20 | SR 15

Armor Class: 21
Hit Points: 226
Hit Dice: d12
Speed: 30ft. walking, 60ft. flying

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 22 (+6) 12 (+1) 16 (+3) 16 (+3)

Proficient Skills: Arcana, Insight, Acrobatics


Saving Throws: Wisdom, Strength
Vulnerabilities: Dark, Electric, Ghost, Ice, Rock
Resistances: Fighting, Grass, Psychic
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Marvel Scale: This Pokémon's AC increase by 2 when
suffering from a negative status condition.

Moves
Starting Moves: Weather Ball, Whirlwind, Gust,
Extrasensory, Rain Dance, Hydro Pump, Aeroblast, Ho-oh
Ancient Power, Safeguard, Recover, Future Sight, Huge Fire/Flying Type | Level 20 | SR 15
Calm Mind, Sky Attack
Armor Class: 19
Learnable Moves:
Hit Points: 226
TM: 03, 04, 05, 06, 07, 10, 11, 12, 13, 14, 15, 16, Hit Dice: d12
17, 18, 19, 20, 21, 23, 24, 25, 26, 27, 29, 30, 32, Speed: 30ft. walking, 60ft. flying
33, 34, 37, 40, 42, 43, 44, 47, 48
HM: 02, 03, 04, 06, 07, 08 STR DEX CON INT WIS CHA
22 (+6) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 16 (+3)

Proficient Skills: Arcana, Insight, Acrobatics


Saving Throws: Wisdom, Strength
Vulnerabilities: Electric, Rock, Water
Resistances: Bug, Fairy, Fighting, Fire, Grass, Steel
Immunities: Ground

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Marvel Scale: This Pokémon's AC increase by 2 when
suffering from a negative status condition.

Moves
Starting Moves: Weather Ball, Whirlwind, Gust,
Extrasensory, Sunny Day, Fire Blast, Sacred Fire,
Ancient Power, Safeguard, Recover, Future Sight,
Calm Mind, Sky Attack
Learnable Moves:
TM: 04, 05, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21,
22, 24, 25, 26, 27, 29, 30, 32, 33, 34, 35, 37, 38,
40, 42, 43, 44, 47, 50
HM: 02, 04, 06

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Celebi
Small Grass/Psychic Type | Level 15 | SR 15

Armor Class: 18
Hit Points: 175
Hit Dice: d12
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 16 (+3) 16 (+3) 20 (+5) 20 (+5)

Proficient Skills: Arcana, Nature, Medicine


Saving Throws: Wisdom, Dexterity
Vulnerabilities: Bug, Dark, Fire, Flying, Ghost, Ice,
Poison
Resistances: Electric, Fighting, Grass, Ground,
Psychic, Water
Immunities: None

Natural Cure: This Pokémon is cured of negative Treecko


status ailments upon returning to its Pokeball. Small Grass Type | Level 1 | SR 1/2

Moves Armor Class: 13


Hit Points: 16
Starting Moves: Confusion, Heal Bell, Leech Seed, Hit Dice: d6
Recover, Safeguard, Magical Leaf, Ancient Power, Speed: 30ft. walking
Baton Pass
Level 18: Future Sight, Perish Song STR DEX CON INT WIS CHA
Learnable Moves: 12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)
TM: 03, 06, 10, 11, 15, 16, 17, 18, 19, 20, 21, 22,
27, 29, 30, 32, 33, 34, 37, 40, 42, 43, 44, 48 Proficient Skills: Acrobatics
HM: 01, 05 Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Immunities: None

Overgrow: When this Pokémon falls below 10% of


its maximum HP, double the STAB damage for its
grass-type moves.
Evolution: Treecko can evolve into Grovyle at level 6
and above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Leer, Pound
Level 2: Absorb, Quick Attack
Level 6: Mega Drain, Pursuit
Level 10: Giga Drain, Agility
Level 14: Slam, Detect
Level 18: Endeavor, Screech
Learnable Moves:
TM: 01, 06, 09, 10, 11, 17, 19, 20, 21, 22, 23, 27,
28, 31, 32, 39, 40, 42, 43, 44, 45
HM: 01, 04, 05, 06

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Grovyle Sceptile
Small Grass Type | Level 5 | SR 5 Medium Grass Type | Level 10 | SR 13

Armor Class: 14 Armor Class: 16


Hit Points: 40 Hit Points: 82
Hit Dice: d8 Hit Dice: d12
Speed: 30ft. walking Speed: 35ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 17 (+3) 11 (+0) 6 (-2) 12 (+1) 10 (+0) 17 (+3) 20 (+5) 13 (+1) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Acrobatics, Nature Proficient Skills: Acrobatics, Nature


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Bug, Fire, Flying, Ice, Poison Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water Resistances: Electric, Grass, Ground, Water
Immunities: None Immunities: None

Overgrow: When this Pokémon falls below 10% of Overgrow: When this Pokémon falls below 10% of
its maximum HP, double the STAB damage for its its maximum HP, double the STAB damage for its
grass-type moves. grass-type moves.
Unburden: While this Pokémon is active and not Unburden: While this Pokémon is active and not
holding an item, its trainer gets advantage on holding an item, its trainer gets advantage on
initiative rolls. initiative rolls.
Evolution: Grovyle can evolve into Sceptile at level
14 and above. When it evolves, its health increases Moves
by double its level, and it gains 10 points to add to
its ability scores (max 20). Starting Moves: Absorb, Fury Cutter, Leer, Pound,
Quick Attack, Mega Drain, Pursuit, Leaf Blade, Agility

Moves Level 14: Slam, Detect


Starting Moves: Fury Cutter, Leer, Pound, Absorb, Level 18: False Swipe, Screech
Quick Attack Learnable Moves:
Level 6: Mega Drain, Pursuit, Leaf Blade TM: 01, 02, 05, 06, 09, 10, 11, 15, 17, 19, 20, 21,
22, 23, 26, 27, 28, 31, 32, 39, 40, 42, 43, 44, 45
Level 10: Agility, Slam, Detect
HM: 01, 04, 05, 06
Level 14: False Swipe
Level 18: Screech
Learnable Moves:
TM: 01, 06, 09, 10, 11, 17, 19, 20, 21, 22, 23, 27,
28, 31, 32, 39, 40, 42, 43, 44, 45
HM: 01, 04, 05, 06

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Torchic
Tiny Fire Type | Level 1 | SR 1/2

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Dexterity
Vulnerabilities: Ground, Rock, Water
Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None
Combusken
Blaze: When this Pokémon falls below 10% of its Small Fire/Fighting Type | Level 5 | SR 5
maximum HP, double the STAB damage for its fire-
type moves.
Armor Class: 14
Evolution: Torchic can evolve into Combusken at Hit Points: 40
level 6 and above. When it evolves, its health Hit Dice: d8
increases by double its level, and it gains 6 points to Speed: 30ft. walking
add to its ability scores (max 20).
STR DEX CON INT WIS CHA
Moves
14 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Starting Moves: Growl, Scratch
Level 2: Ember, Sand Attack Proficient Skills: Athletics
Saving Throws: Dexterity, Strength
Level 6: Peck, Fire Spin Vulnerabilities: Flying, Ground, Psychic, Water
Level 10: Quick Attack, Focus Energy Resistances: Bug, Dark, Fire, Grass, Ice, Steel
Immunities: None
Level 14: Slash, Mirror Move
Level 18: Flamethrower Blaze: When this Pokémon falls below 10% of its
maximum HP, double the STAB damage for its fire-
Learnable Moves: type moves.
TM: 06, 10, 11, 17, 21, 27, 28, 32, 35, 38, 39, 40,
42, 43, 44, 45, 50 Speed Boost: While this Pokémon is active and in an
environment related to its type (DM Discretion), its
HM: 01, 04, 06 trainer gets advantage on initiative rolls.
Evolution: Combusken can evolve into Blaziken at
level 14 and above. When it evolves, its health
increases by double its level, and it gains 10 points
to add to its ability scores (max 20).

Moves
Starting Moves: Double Kick, Ember, Growl, Sand
Attack, Scratch
Level 6: Peck
Level 10: Quick Attack, Bulk Up
Level 14: Focus Energy, Slash
Level 18: Mirror Move, Sky Uppercut
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 21, 27, 28, 31, 32, 35,
38, 39, 40, 42, 43, 44, 45, 50
HM: 01, 04, 06

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Blaziken
Medium Fire/Fighting Type | Level 10 | SR 13

Armor Class: 15
Hit Points: 87
Hit Dice: d12
Speed: 35ft. walking

STR DEX CON INT WIS CHA


17 (+3) 19 (+4) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Dexterity, Strength
Vulnerabilities: Flying, Ground, Psychic, Water
Resistances: Bug, Dark, Fire, Grass, Ice, Steel
Immunities: None

Blaze: When this Pokémon falls below 10% of its


maximum HP, double the STAB damage for its fire-
type moves. Mudkip
Small Water Type | Level 1 | SR 1/2
Speed Boost: While this Pokémon is active and in an
environment related to its type (DM Discretion), its
trainer gets advantage on initiative rolls. Armor Class: 13
Hit Points: 17
Hit Dice: d6
Moves Speed: 30ft. walking, 20ft. swimming
Starting Moves: Blaze Kick, Double Kick, Ember, Fire
Punch, Growl, High Jump Kick, Sand Attack, Scratch,
Peck, Quick Attack, Bulk Up STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Focus Energy, Slash
Level 18: Sky Uppercut Proficient Skills: Perception
Learnable Moves: Saving Throws: Dexterity
Vulnerabilities: Electric, Grass
TM: 01, 05, 06, 08, 10, 11, 15, 17, 21, 26, 27, 28, Resistances: Fire, Ice, Steel, Water
31, 32, 35, 38, 39, 40, 42, 43, 44, 45, 50 Immunities: None
HM: 01, 04, 06
Torrent: When this Pokémon falls below 10% of its
health, double the STAB damage for its water-type
moves.
Evolution: Mudkip can evolve into Marshtomp at
level 6 and above. When it evolves, its health
increases by double its level, and it gains 6 points to
add to its ability scores (max 20).

Moves
Starting Moves: Growl, Tackle, Water Gun
Level 2: Mud-Slap, Foresight
Level 6: Bide, Mud Sport
Level 10: Rock Throw, Protect
Level 14: Whirlpool, Take Down, Hydro Pump
Level 18: Endeavor
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, 28,
32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Marshtomp
Medium Water/Ground Type | Level 5 | SR 5

Armor Class: 14
Hit Points: 45
Hit Dice: d8
Speed: 30ft. walking, 25ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Strength, Constitution
Vulnerabilities: Grass
Resistances: Fire, Poison, Rock, Steel
Immunities: Electric

Torrent: When this Pokémon falls below 10% of its


health, double the STAB damage for its water-type
moves.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.
Evolution: Marshtomp can evolve into Swampert at
level 14 and above. When it evolves, its health
increases by double its level, and it gains 10 points
Swampert
Medium Water/Ground Type | Level 10 | SR 13
to add to its ability scores (max 20).
Armor Class: 16
Moves Hit Points: 97
Starting Moves: Growl, Mud Shot, Mud-Slap, Tackle, Hit Dice: d12
Water Gun, Foresight Speed: 35ft. walking, 30ft. swimming

Level 6: Bide
STR DEX CON INT WIS CHA
Level 10: Rock Slide, Protect
18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Level 14: Muddy Water, Take Down
Level 18: Earthquake, Endeavor Proficient Skills: Survival, Athletics
Learnable Moves: Saving Throws: Strength, Constitution
Vulnerabilities: Grass
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 26, 27, Resistances: Fire, Poison, Rock, Steel
28, 32, 39, 42, 43, 44, 45 Immunities: Electric
HM: 03, 04, 06, 07, 08
Torrent: When this Pokémon falls below 10% of its
health, double the STAB damage for its water-type
moves.
Damp: This Pokémon is unaffected by Self Destruct
and Explosion moves.

Moves
Starting Moves: Growl, Mud Shot, Mud-Slap, Tackle,
Water Gun, Foresight, Bide, Rock Slide, Protect
Level 14: Muddy Water, Take Down
Level 18: Earthquake, Endeavor
Learnable Moves:
TM: 01, 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21,
23, 26, 27, 28, 31, 32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Poochyena
Small Dark Type | Level 1 | SR 1/4

Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 30ft. walking

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Stealth


Saving Throws: Dexterity
Vulnerabilities: Bug, Fairy, Fighting
Resistances: Dark, Ghost
Immunities: Psychic

Run Away: While this Pokémon is active, the trainer


automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Evolution: Poochyena can evolve into Mightyena at
Mightyena
Medium Dark Type | Level 5 | SR 5
level 6 and above. When it evolves, its health
increases by double its level, and it gains 9 points to
add to its ability scores (max 20). Armor Class: 14
Hit Points: 40
Hit Dice: d10
Moves Speed: 35ft. walking
Starting Moves: Tackle, Howl
Level 2: Sand Attack, Bite, Odor Sleuth STR DEX CON INT WIS CHA
Level 6: Roar, Swagger 15 (+2) 15 (+2) 12 (+1) 6 (-2) 12 (+1) 10 (+0)
Level 10: Scary Face, Taunt
Proficient Skills: Stealth
Level 14: Crunch, Yawn, Take Down Saving Throws: Dexterity
Learnable Moves: Vulnerabilities: Bug, Fairy, Fighting
Resistances: Dark, Ghost
TM: 05, 06, 10, 11, 12, 17, 18, 21, 23, 27, 28, 30, Immunities: Psychic
32, 41, 42, 43, 44, 45, 46, 49
HM: 06 Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Quick Feet: When suffering from a negative status
effect, this Pokémon’s speed increases by 1 5 ft.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Bite, Howl, Sand Attack, Tackle, Thief,
Odor Sleuth
Level 6: Roar, Swagger
Level 10: Scary Face
Level 14: Taunt, Crunch, Yawn
Level 18: Taunt
Learnable Moves:
TM: 05, 06, 10, 11, 12, 15, 17, 18, 21, 23, 27, 28,
30, 32, 41, 42, 43, 44, 45, 46, 49
HM: 04, 06

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Zigzagoon
Small Normal Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 35ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Sleight of Hand


Saving Throws: Dexterity
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Pick Up: If an opponent uses a consumable held item


in battle, this Pokémon gains a copy of it if it is not
currently holding an item.
Gluttony: This Pokémon must eat its held berry when Linoone
it falls below ½ of its maximum HP. Medium Normal Type | Level 5 | SR 7
Evolution: Zigzagoon can evolve into Linoone at level
6 and above. When it evolves, its health increases by Armor Class: 15
double its level, and it gains 13 points to add to its Hit Points: 40
ability scores (max 20). Hit Dice: d10
Speed: 40ft. walking
Moves
Starting Moves: Growl, Tackle STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 2: Tail Whip, Sand Attack, Headbutt
Level 6: Odor Sleuth, Mud Sport, Pin Missile Proficient Skills: Sleight of Hand
Level 10: Covet, Flail, Take Down Saving Throws: Dexterity
Vulnerabilities: Fighting
Level 14: Rest, Belly Drum Resistances: None
Learnable Moves: Immunities: Ghost
TM: 03, 06, 10, 11, 13, 14, 17, 18, 21, 23, 24, 25, Pick Up: If an opponent uses a consumable held item
27, 28, 30, 32, 34, 42, 43, 44, 45, 46 in battle, this Pokémon gains a copy of it if it is not
HM: 01, 03, 06 currently holding an item.
Gluttony: This Pokémon must eat its held berry when
it falls below ½ of its maximum HP.
Quick Feet: When suffering from a negative status
effect, this Pokémon’s speed increases by 1 5 ft.

Moves
Starting Moves: Growl, Sand Attack, Tackle, Tail Whip,
Odor Sleuth
Level 6: Mud Sport, Fury Swipes
Level 10: Covet, Slash
Level 14: Double-Edge, Rest
Learnable Moves:
TM: 03, 05, 06, 10, 11, 13, 14, 15, 17, 18, 21, 23,
24, 25, 27, 28, 30, 32, 34, 42, 43, 44, 45, 46
HM: 01, 03, 04, 06

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Wurmple
Tiny Bug Type | Level 1 | SR 1/8

Armor Class: 11
Hit Points: 16
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


9 (-1) 8 (-1) 10 (+0) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: None


Saving Throws: None
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Shield Dust: Once per long rest, this Pokémon can


ignore a negative status effect that results from an
enemy move.
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Evolution: Wurmple can evolve into Silcoon when it
reaches level 4 and above during the day, or Cascoon
when it reaches level 4 and above at night. When it
evolves, its health increases by double its level, and it
gains 6 points to add to its ability scores (max 20).

Moves Silcoon
Small Bug Type | Level 2 | SR 1
Starting Moves: String Shot, Tackle
Level 2: Poison Sting Armor Class: 11
Hit Points: 23
Learnable Moves: None
Hit Dice: d8
Speed: 10ft. walking

STR DEX CON INT WIS CHA


10 (+0) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Evolution: Silcoon can evolve into Beautifly at level 6
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20).

Moves
Starting Moves: Harden
Learnable Moves: None

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Beautifly
Medium Bug/Flying Type | Level 5 | SR 6

Armor Class: 13
Hit Points: 55
Hit Dice: d10
Speed: 10ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 13 (+1) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground

Swarm: This Pokémon deals an additional 1d6


damage on attacks when it has 10% or less of its
maximum health.
Rivalry: This Pokémon adds an additional 1d6 to
damage when attacking a Pokémon of the same
type.

Moves
Starting Moves: Gust, Absorb
Level 6: Stun Spore, Morning Sun, Air Cutter, Mega
Drain
Level 10: Silver Wind, Attract, Whirlwind, Giga Drain
Cascoon
Small Bug Type | Level 2 | SR 1
Level 14: Rage
Learnable Moves: Armor Class: 11
Hit Points: 23
TM: 06, 10, 11, 15, 17, 19, 20, 21, 22, 27, 29, 30,
Hit Dice: d8
32, 40, 42, 43, 44, 45, 46
Speed: 10ft. walking
HM: 05

STR DEX CON INT WIS CHA


10 (+0) 8 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Evolution: Cascoon can evolve into Dustox at level 6
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20).

Moves
Starting Moves: Harden
Learnable Moves: None

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Dustox
Medium Bug/Poison Type | Level 5 | SR 5

Armor Class: 15
Hit Points: 55
Hit Dice: d10
Speed: 10ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Fire, Flying, Psychic, Rock
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Shield Dust: Once per long rest, this Pokémon can


ignore a negative status effect that results from an
enemy move.
Compound Eyes: This Pokémon gets an additional +1 Lotad
to attack rolls. Tiny Water/Grass Type | Level 1 | SR 1/4

Moves Armor Class: 12


Hit Points: 17
Starting Moves: Gust Hit Dice: d6
Speed: 15ft. walking, 25ft. swimming
Level 2: Confusion, Poison Powder
Level 6: Moonlight, Psybeam
STR DEX CON INT WIS CHA
Level 10: Silver Wind, Light Screen, Whirlwind, Toxic
10 (+0) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Protect
Learnable Moves: Proficient Skills: Nature
TM: 06, 10, 11, 15, 16, 17, 19, 21, 22, 27, 29, 30, Saving Throws: Dexterity
32, 36, 40, 42, 43, 44, 45, 46 Vulnerabilities: Bug, Flying, Poison
Resistances: Ground, Steel, Water
HM: 05 Immunities: None

Own Tempo: This Pokémon is immune to becoming


confused.
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.
Evolution: Lotad can evolve into Lombre at level 5
and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20).

Moves
Starting Moves: Astonish, Growl
Level 2: Absorb, Bubble
Level 6: Mist, Mega Drain, Bubble Beam
Level 10: Nature Power, Rain Dance, Giga Drain
Learnable Moves:
TM: 03, 06, 07, 09, 10, 11, 13, 14, 17, 18, 19, 21,
22, 27, 32, 42, 43, 44, 45, 46
HM: 03, 05

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Lombre
Medium Water/Grass Type | Level 5 | SR 4

Armor Class: 14
Hit Points: 45
Hit Dice: d8
Speed: 25ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


13 (+1) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature


Saving Throws: Dexterity
Vulnerabilities: Bug, Flying, Poison
Resistances: Ground, Steel, Water
Immunities: None

Own Tempo: This Pokémon is immune to becoming


confused.
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.
Evolution: Lombre can evolve into Ludicolo at level
10 and above with the help of a Water Stone. When
it evolves, its health increases by double its level, and
it gains 7 points to add to its ability scores (max 20).
Ludicolo
Medium Water/Grass Type | Level 8 | SR 10
Moves
Starting Moves: Astonish, Growl, Absorb, Bubble, Armor Class: 16
Fury Swipes Hit Points: 80
Hit Dice: d10
Level 6: Fake Out, Water Sport
Speed: 30ft. walking, 30ft. swimming
Level 10: Bubble Beam, Nature Power, Uproar
Level 14: Knock Off STR DEX CON INT WIS CHA
Level 18: Hydro Pump 16 (+3) 15 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Learnable Moves:
TM: 03, 06, 07, 09, 10, 11, 13, 14, 17, 18, 19, 21, Proficient Skills: Nature, Performance
22, 27, 31, 32, 42, 43, 44, 45, 46 Saving Throws: Dexterity, Strength
Vulnerabilities: Bug, Flying, Poison
HM: 03, 04, 05, 06, 07, 08 Resistances: Ground, Steel, Water
Immunities: None

Own Tempo: This Pokémon is immune to becoming


confused.
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.

Moves
Starting Moves: Astonish, Growl, Mega Drain, Nature
Power
Learnable Moves:
TM: 01, 03, 06, 07, 09, 10, 11, 13, 14, 15, 17, 18,
19, 21, 22, 27, 31, 32, 42, 43, 44, 45, 46
HM: 03, 04, 05, 06, 07, 08

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Seedot
Small Grass Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


8 (-1) 9 (-1) 12 (+1) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Nature


Saving Throws: None
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Immunities: None

Early Bird: This Pokémon has advantage on rolls to


wake from sleep.
Nuzleaf
Medium Grass/Dark Type | Level 5 | SR 4
Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight. Armor Class: 12
Evolution: Seedot can evolve into Nuzleaf at level 5 Hit Points: 45
and above. When it evolves, its health increases by Hit Dice: d8
double its level, and it gains 11 points to add to its Speed: 25ft. walking
ability scores (max 20).
STR DEX CON INT WIS CHA
Moves
12 (+1) 14 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Starting Moves: Bide, Harden
Level 2: Growth Proficient Skills: Nature
Saving Throws: Dexterity
Level 6: Nature Power, Synthesis Vulnerabilities: Bug, Fairy, Fighting, Fire, Flying, Ice,
Level 10: Sunny Day Poison
Resistances: Dark, Electric, Ghost, Grass, Ground,
Level 14: Explosion Water
Learnable Moves: Immunities: Psychic
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 28, 30, 32, Early Bird: This Pokémon has advantage on rolls to
42, 43, 44, 45 wake from sleep.
HM: 05, 06
Chlorophyll: Damage rolls for this Pokemon get an
additional +2 during strong sunlight.
Evolution: Nuzleaf can evolve into Shiftry at level 10
and above with the help of a Leaf Stone. When it
evolves, its health increases by double its level, and it
gains 8 points to add to its ability scores (max 20).

Moves
Starting Moves: Pound, Razor Leaf, Harden, Growth,
Torment, Fake Out
Level 6: Nature Power, Razor Wind
Level 10: Feint Attack, Leaf Blade, Swagger
Level 14: Extrasensory
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30,
31, 32, 39, 41, 42, 43, 44, 45, 46
HM: 01, 04, 05, 06

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Shiftry
Medium Grass/Dark Type | Level 8 | SR 9

Armor Class: 14
Hit Points: 80
Hit Dice: d10
Speed: 30ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


15 (+2) 15 (+2) 16 (+3) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Nature, Insight


Saving Throws: Strength, Wisdom
Vulnerabilities: Bug, Fairy, Fighting, Fire, Flying, Ice,
Poison
Resistances: Dark, Electric, Ghost, Grass, Ground,
Water
Immunities: Psychic
Taillow
Early Bird: This Pokémon has advantage on rolls to Tiny Normal/Flying Type | Level 1 | SR 1/4
wake from sleep.
Armor Class: 12
Chlorophyll: Damage rolls for this Pokemon get an Hit Points: 16
additional +2 during strong sunlight. Hit Dice: d6
Pickpocket: As a bonus action, this Pokémon can Speed: 10ft. walking, 30ft. flying
make a DEX check contested by the opponent’s WIS
to attempt to steal a held item. After the first
attempt, all others against the same opponent are STR DEX CON INT WIS CHA
rolled at disadvantage. 9 (-1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)

Moves Proficient Skills: Perception


Saving Throws: Dexterity
Starting Moves: Feint Attack, Razor Leaf, Whirlwind Vulnerabilities: Electric, Ice, Rock
Learnable Moves: Resistances: Bug, Grass
Immunities: Ghost, Ground
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30,
31, 32, 39, 40, 41, 42, 43, 44, 45, 46 Guts: This Pokémon does an additional 1d6 damage
HM: 01, 04, 05, 06 on attacks when suffering a negative status effect.
Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon.
Evolution: Taillow can evolve into Swellow at level 7
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Peck
Level 2: Focus Energy, Quick Attack, Wing Attack
Level 6: Double Team, Aerial Ace
Level 10: Agility
Level 14: Endeavor
Level 18: Reversal
Learnable Moves:
TM: 06, 10, 11, 17, 18, 21, 27, 32, 40, 42, 43, 44,
45, 46, 47
HM: 02

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Swellow
Small Normal/Flying Type | Level 5 | SR 6

Armor Class: 15
Hit Points: 40
Hit Dice: d8
Speed: 10ft. walking, 40ft. flying

STR DEX CON INT WIS CHA


13 (+1) 20 (+5) 10 (+0) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Perception


Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Guts: This Pokémon does an additional 1d6 damage


on attacks when suffering a negative status effect.
Scrappy: This Pokémon's Normal and Fighting type
Wingull
Small Water/Flying Type | Level 1 | SR 1/4
moves hit Ghost type Pokémon.
Armor Class: 12
Moves Hit Points: 16
Starting Moves: Focus Energy, Growl, Peck, Quick Hit Dice: d6
Attack, Wing Attack Speed: 10ft. walking, 30ft. flying

Level 6: Double Team


STR DEX CON INT WIS CHA
Level 10: Aerial Ace
9 (-1) 15 (+2) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Agility
Level 18: Endeavor, Reversal Proficient Skills: Perception
Learnable Moves: Saving Throws: Dexterity
Vulnerabilities: Electric, Rock
TM: 06, 10, 11, 15, 17, 18, 21, 27, 32, 40, 42, 43, Resistances: Bug, Fighting, Fire, Steel, Water
44, 45, 46, 47 Immunities: Ground
HM: 02
Keen Eye: This Pokémon ignores disadvantage when
it relates to sight.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.
Evolution: Wingull can evolve into Pelipper at level 7
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Water Gun
Level 2: Supersonic, Wing Attack, Mist
Level 6: Water Pulse, Quick Attack, Air Cutter
Level 10: Pursuit, Aerial Ace
Level 14: Agility
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 34,
40, 41, 42, 43, 44, 45, 46, 47
HM: 02

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Pelipper
Medium Water/Flying Type | Level 5 | SR 7

Armor Class: 16
Hit Points: 40
Hit Dice: d10
Speed: 10ft. walking, 35ft. flying

STR DEX CON INT WIS CHA


16 (+3) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Perception


Saving Throws: Dexterity
Vulnerabilities: Electric, Rock
Resistances: Bug, Fighting, Fire, Steel, Water
Immunities: Ground

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions. Ralts
Small Psychic/Fairy Type | Level 1 | SR 1/4
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.
Armor Class: 11
Hit Points: 16
Moves Hit Dice: d6
Starting Moves: Growl, Protect, Water Gun, Water Speed: 25ft. walking
Sport, Wing Attack, Supersonic, Mist
Level 6: Water Pulse STR DEX CON INT WIS CHA
Level 14: Spit Up, Stockpile, Swallow 9 (-1) 12 (+1) 10 (+0) 10 (+0) 12 (+1) 10 (+0)
Level 18: Hydro Pump
Proficient Skills: Insight
Learnable Moves: Saving Throws: Wisdom
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32, Vulnerabilities: Ghost, Poison, Steel
34, 40, 42, 43, 44, 45, 46, 47 Resistances: Fighting, Psychic
Immunities: Dragon
HM: 02, 03
Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the
negative status effect as well (if not immune).
Evolution: Ralts can evolve into Kirlia at level 6 and
above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Confusion
Level 2: Double Team, Teleport
Level 6: Magical Leaf, Calm Mind
Level 10: Psychic, Imprison, Future Sight
Level 14: Charm, Hypnosis, Dream Eater
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 20, 21, 24, 27, 29,
30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05

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Kirlia
Small Psychic/Fairy Type | Level 5 | SR 5

Armor Class: 12
Hit Points: 56
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 14 (+2) 10 (+0) 10 (+0) 14 (+2) 12 (+1)

Proficient Skills: Insight


Saving Throws: Wisdom
Vulnerabilities: Ghost, Poison, Steel
Resistances: Fighting, Psychic
Immunities: Dragon

Synchronize: If this Pokémon becomes burned,


paralyzed, or poisoned, its attacker receives the
negative status effect as well (if not immune).
Trace: This Pokémon copies a random ability of an
Gardevoir
Medium Psychic/Fairy Type | Level 10 | SR 13
opponent when entering battle. The ability cannot be
Flower Gift, Forecast, Illusion, Imposter, Multitype,
Trace, Wonder Guard, or Zen Mode. Armor Class: 16
Hit Points: 85
Evolution: Kirlia can evolve into Gardevoir at level 12 Hit Dice: d10
and above. When it evolves, its health increases by Speed: 30ft. walking
double its level, and it gains 11 points to add to its
ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 14 (+2) 18 (+4) 10 (+0) 12 (+1) 16 (+3) 12 (+1)
Starting Moves: Confusion, Double Team, Growl,
Teleport Proficient Skills: Insight, Arcana
Saving Throws: Wisdom, Dexterity
Level 6: Magical Leaf Vulnerabilities: Ghost, Poison, Steel
Level 10: Calm Mind, Psychic Resistances: Fighting, Psychic
Immunities: Dragon
Level 14: Imprison, Future Sight, Charm
Level 18: Hypnosis, Dream Eater Synchronize: If this Pokémon becomes burned,
paralyzed, or poisoned, its attacker receives the
Learnable Moves: negative status effect as well (if not immune).
TM: 04, 06, 10, 11, 12, 17, 18, 20, 21, 24, 27, 29,
30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, 49 Trace: This Pokémon copies a random ability of an
opponent when entering battle. The ability cannot be
HM: 05 Flower Gift, Forecast, Illusion, Imposter, Multitype,
Trace, Wonder Guard, or Zen Mode.
Telepathy: This Pokémon cannot be damaged by its
allies' attacks.

Moves
Starting Moves: Confusion, Double Team, Growl,
Teleport, Wish, Magical Leaf, Calm Mind, Psychic
Level 14: Imprison, Future Sight
Level 18: Hypnosis, Dream Eater
Learnable Moves:
TM: 04, 06, 10, 11, 12, 15, 17, 18, 20, 21, 24, 27,
29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05

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Surskit
Tiny Bug/Water Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 20ft. walking, 20ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity
Vulnerabilities: Electric, Flying, Rock
Resistances: Fighting, Ground, Ice, Steel, Water
Immunities: None

Swift Swim: This Pokémon's swim speed is doubled


in rainy conditions.
Rain Dish: In rainy conditions, this Pokémon heals for
1d6 hit points at the end of each of its turns.
Evolution: Surskit can evolve into Masquerain at level
7 and above. When it evolves, its health increases by
Masquerain
Small Bug/Flying Type | Level 5 | SR 7
double its level, and it gains 12 points to add to its
ability scores (max 20).
Armor Class: 15
Hit Points: 45
Moves Hit Dice: d10
Starting Moves: Bubble Speed: 30ft. flying

Level 2: Quick Attack, Sweet Scent


STR DEX CON INT WIS CHA
Level 6: Water Sport, Bubble Beam, Agility
15 (+2) 16 (+3) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 10: Haze, Mist
Level 14: Baton Pass Proficient Skills: Acrobatics
Learnable Moves: Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
TM: 03, 06, 10, 11, 13, 14, 17, 18, 19, 21, 22, 27, Resistances: Bug, Fighting, Grass
30, 32, 42, 43, 44, 45, 46 Immunities: Ground
HM: 05
Intimidate: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
Unnerve: Opponents in combat with this Pokémon
cannot eat held berries.

Moves
Starting Moves: Bubble, Quick Attack, Sweet Scent,
Water Sport
Level 6: Gust, Air Cutter, Scary Face
Level 10: Stun Spore
Level 14: Silver Wind
Level 18: Whirlwind
Learnable Moves:
TM: 03, 06, 10, 11, 13, 14, 15, 17, 18, 19, 21, 22,
27, 30, 32, 40, 42, 43, 44, 45, 46
HM: 05

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Shroomish
Small Grass Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 18
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground, Water
Immunities: None

Effect Spore: When hit by a melee attack, roll a d4.


On a 4, do 1d6 poison damage to your attacker. Breloom
Poison Heal: If this Pokémon is poisoned, it heals for Medium Grass/Fighting Type | Level 5 | SR 7
1d6 hit points at the end of each of its turns instead
of taking poison damage. Armor Class: 15
Evolution: Shroomish can evolve into Breloom at Hit Points: 50
level 7 and above. When it evolves, its health Hit Dice: d10
increases by double its level, and it gains 10 points Speed: 30ft. walking
to add to its ability scores (max 20).
STR DEX CON INT WIS CHA
Moves
16 (+3) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Starting Moves: Absorb, Tackle
Level 2: Stun Spore, Leech Seed, Mega Drain Proficient Skills: Survival
Saving Throws: Constitution
Level 6: Headbutt, Poison Powder Vulnerabilities: Fairy, Fire, Flying, Ice, Poison, Psychic
Level 10: Giga Drain, Growth Resistances: Dark, Electric, Grass, Ground, Dark,
Water
Level 14: Toxic, Spore Immunities: None
Learnable Moves:
Effect Spore: When hit by a melee attack, roll a d4.
TM: 06, 09, 10, 11, 17, 19, 20, 21, 22, 27, 32, 36, On a 4, do 1d6 poison damage to your attacker.
42, 43, 44, 45, 49
HM: 05 Poison Heal: If this Pokémon is poisoned, it heals for
1d6 hit points at the end of each of its turns instead
of taking poison damage.
Technician: For damaging moves activated by this
Pokémon with 15 PP or more, they may roll the
damage twice and use the higher result.

Moves
Starting Moves: Absorb, Leech Seed, Mach Punch,
Stun Spore, Tackle, Mega Drain
Level 6: Headbutt, Counter
Level 14: Mind Reader, Sky Uppercut
Level 18: Dynamic Punch
Learnable Moves:
TM: 01, 06, 08, 09, 10, 11, 15, 17, 19, 20, 21, 22,
23, 27, 31, 32, 36, 42, 43, 44, 45, 49
HM: 01, 04, 05, 06

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Slakoth
Small Normal Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 9 (-1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution , Wisdom
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Truant: This Pokémon cannot use the same move in


back to back rounds.
Evolution: Slakoth can evolve into Vigoroth at level 6
and above. When it evolves, its health increases by Vigoroth
double its level, and it gains 9 points to add to its Medium Normal Type | Level 5 | SR 6
ability scores (max 20).
Armor Class: 15
Moves Hit Points: 50
Hit Dice: d8
Starting Moves: Scratch, Yawn Speed: 30ft. walking
Level 2: Encore, Slack Off
Level 6: Feint Attack, Amnesia, Covet STR DEX CON INT WIS CHA
Level 10: Counter 15 (+2) 16 (+3) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 14: Flail
Proficient Skills: Survival
Learnable Moves: Saving Throws: Constitution , Wisdom
TM: 01, 03, 06, 08, 10, 11, 13, 14, 17, 18, 21, 22, Vulnerabilities: Fighting
24, 25, 27, 30, 31, 32, 34, 35, 38, 40, 42, 43, 44, Resistances: None
45 Immunities: Ghost
HM: 01, 04, 06 Vital Spirit: This Pokémon cannot be put to sleep.
Evolution: Vigoroth can evolve into Slaking at level
14 and above. When it evolves, its health increases
by double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves
Starting Moves: Encore, Focus Energy, Scratch,
Uproar
Level 6: Fury Swipes, Endure
Level 10: Slash
Level 14: Counter, Focus Punch
Level 18: Reversal
Learnable Moves:
TM: 01, 03, 05, 06, 08, 10, 11, 12, 13, 14, 17, 18,
21, 22, 24, 25, 26, 27, 30, 31, 32, 34, 35, 38, 40,
42, 43, 44
HM: 01, 04, 06

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Slaking
Medium Normal Type | Level 10 | SR 13

Armor Class: 16
Hit Points: 102
Hit Dice: d12
Speed: 30ft. walking

STR DEX CON INT WIS CHA


20 (+5) 17 (+3) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival, Intimidation


Saving Throws: Strength , Constitution
Vulnerabilities: Fighting
Resistances: None
Nincada
Small Bug/Ground Type | Level 1 | SR 1/4
Immunities: Ghost

Truant: This Pokémon cannot use the same move in Armor Class: 13
back to back rounds. Hit Points: 16
Hit Dice: d6
Speed: 25ft. flying
Moves
Starting Moves: Encore, Scratch, Slack Off, Swagger, STR DEX CON INT WIS CHA
Yawn, Feint Attack, Amnesia, Covet
10 (+0) 10 (+0) 10 (+0) 6 (-2) 10 (+0) 10 (+0)
Level 14: Counter, Flail
Learnable Moves: Proficient Skills: Nature
Saving Throws: Dexterity
TM: 01, 03, 05, 06, 08, 10, 11, 12, 13, 14, 15 ,17, Vulnerabilities: Fire, Flying, Ice, Water
18, 21, 22, 24, 25, 26, 27, 30, 31, 32, 34, 35, 38, Resistances: Fighting, Ground, Poison
39, 40, 42, 43, 44 Immunities: Electric
HM: 01, 04, 06
Compound Eyes: This Pokémon gets an additional +1
to attack rolls.
Run Away: While this Pokémon is active, the trainer
automatically succeeds on their DEX roll to run away
from a wild Pokémon encounter.
Evolution: Nincada can evolve into Ninjask at level 6
and above. If its trainer has an empty Pokeslot, they
also acquire a Shedinja at the same level. The
Shedinja has all the base statistics that are in its stat
block, plus any health and Ability Score Increases it
would obtain from leveling up from its minimum
found level. When it evolves, its health increases by
double its level, and it gains 15 points to add to its
ability scores (max 20).

Moves
Starting Moves: Harden, Scratch
Level 2: Absorb, Sand Attack, Fury Swipes
Level 6: Mud-Slap, Metal Claw
Level 10: Mind Reader, Bide
Level 14: False Swipe, Dig
Learnable Moves:
TM: 06, 10, 11, 17, 19, 21, 22, 27, 28, 30, 32, 37,
40, 42, 43, 44
HM: 01, 05

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Ninjask
Small Bug/Flying Type | Level 5 | SR 6

Armor Class: 15
Hit Points: 40
Hit Dice: d8
Speed: 30ft. flying

STR DEX CON INT WIS CHA


13 (+1) 20 (+5) 10 (+0) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature


Saving Throws: Dexterity
Vulnerabilities: Electric, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass
Immunities: Ground

Speed Boost: While this Pokémon is active and in an


environment related to its type (DM Discretion), its
trainer gets advantage on initiative rolls.
Infiltrator: This Pokémon bypasses Light Screen and
Reflect

Moves
Starting Moves: Absorb, Double Team, Fury Cutter, Shedinja
Harden, Sand Attack, Scratch, Screech, Fury Swipes Small Bug/Ghost Type | Level 5 | SR 1

Level 6: Agility
Armor Class: 12
Level 10: Slash, Mind Reader Hit Points: 1
Hit Dice: d0
Level 14: Baton Pass, Swords Dance
Speed: 30ft. flying
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30, 32, STR DEX CON INT WIS CHA
37, 40, 42, 43, 44, 45, 46
13 (+1) 14 (+2) 0 (-5) 8 (-1) 18 (+4) 10 (+0)
HM: 01, 05
Proficient Skills: Nature, Insight
Saving Throws: Wisdom
Vulnerabilities: Dark, Fire, Flying, Ice, Rock
Resistances: Bug, Fighting, Grass, Poison
Immunities: Fighting, Normal

Wonder Guard: This Pokémon is immune to


damaging attacks from types that are not in its
vulnerabilities list.

Moves
Starting Moves: Absorb, Harden, Sand Attack, Scratch,
Fury Swipes
Level 6: Spite
Level 10: Mind Reader, Confuse Ray
Level 14: Shadow Ball, Grudge
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 27, 28, 30, 32,
37, 40, 42, 43, 44, 46
HM: 01, 05

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Whismur
Small Normal Type | Level 1 | SR 1/8

Armor Class: 10
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


9 (-1) 9 (-1) 12 (+1) 6 (-2) 12 (+1) 12 (+1)

Proficient Skills: Performance


Saving Throws: Wisdom
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Soundproof: This Pokémon is immune to sound-


based moves. Loudred
Medium Normal Type | Level 5 | SR 5
Rattled: When this Pokémon is hit by a damaging
Dark, Bug, or Ghost move, it makes its next attack at
advantage. Armor Class: 12
Hit Points: 45
Evolution: Whismur can evolve into Loudred at level Hit Dice: d8
6 and above. When it evolves, its health increases by Speed: 25ft. walking
double its level, and it gains 10 points to add to its
ability scores (max 20).
STR DEX CON INT WIS CHA
Moves 14 (+2) 13 (+1) 13 (+1) 6 (-2) 12 (+1) 12 (+1)
Starting Moves: Pound
Proficient Skills: Performance
Level 2: Astonish, Howl Saving Throws: Wisdom, Charisma
Level 6: Screech, Supersonic, Stomp Vulnerabilities: Fighting
Resistances: None
Level 10: Uproar, Roar, Rest Immunities: Ghost
Level 14: Sleep Talk, Hyper Voice
Soundproof: This Pokémon is immune to sound-
Learnable Moves: based moves.
TM: 03, 05, 06, 10, 11, 13, 14, 17, 18, 21, 22, 27,
30, 32, 34, 35, 38, 42, 43, 44, 45 Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon.
Evolution: Loudred can evolve into Exploud at level
14 and above. When it evolves, its health increases
by double its level, and it gains 8 points to add to its
ability scores (max 20).

Moves
Starting Moves: Astonish, Bite, Howl, Pound
Level 6: Screech, Supersonic
Level 10: Stomp, Uproar, Roar
Level 14: Rest, Sleep Talk
Level 18: Hyper Voice
Learnable Moves:
TM: 03, 05, 06, 10, 11, 12, 13, 14, 17, 18, 21, 22,
26, 27, 30, 31, 32, 34, 35, 38, 41, 42, 43, 44, 45,
50
HM: 04, 06

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Exploud
Medium Normal Type | Level 10 | SR 11

Armor Class: 14
Hit Points: 92
Hit Dice: d12
Speed: 25ft. walking

STR DEX CON INT WIS CHA


16 (+3) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Performance


Saving Throws: Wisdom, Charisma
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Soundproof: This Pokémon is immune to sound-


based moves.
Makuhita
Medium Fighting Type | Level 1 | SR 1
Scrappy: This Pokémon's Normal and Fighting type
moves hit Ghost type Pokémon. Armor Class: 11
Hit Points: 21
Moves Hit Dice: d8
Speed: 25ft. walking
Starting Moves: Astonish, Bite, Crunch, Howl, Pound,
Screech, Supersonic, Stomp, Uproar, Roar
STR DEX CON INT WIS CHA
Level 14: Rest
12 (+1) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Level 18: Hyper Voice, Hyper Beam
Learnable Moves: Proficient Skills: Athletics
TM: 03, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, Saving Throws: Strength
22, 26, 27, 30, 31, 32, 34, 35, 38, 41, 42, 43, 44, Vulnerabilities: Fairy, Flying, Psychic
45, 50 Resistances: Bug, Dark, Rock
Immunities: None
HM: 04, 06
Guts: This Pokémon does an additional 1d6 damage
on attacks when suffering a negative status effect.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Evolution: Makuhita can evolve into Hariyama at level
7 and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Focus Energy, Tackle, Sand Attack
Level 2: Arm Thrust, Fake Out
Level 6: Whirlwind, Knock Off, Vital Throw
Level 10: Belly Drum, Smelling Salts, Seismic Toss
Level 14: Endure
Level 18: Reversal
Learnable Moves:
TM: 01, 06, 08, 10, 11, 17, 18, 21, 26, 27, 28, 31,
32, 39, 42, 43, 44, 45
HM: 03, 04, 06

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Hariyama
Large Fighting Type | Level 5 | SR 7

Armor Class: 14
Hit Points: 61
Hit Dice: d10
Speed: 25ft. walking

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Strength
Vulnerabilities: Fairy, Flying, Psychic
Resistances: Bug, Dark, Rock
Immunities: None

Guts: This Pokémon does an additional 1d6 damage


on attacks when suffering a negative status effect. Azurill
Thick Fat: This Pokémon takes quarter damage from Tiny Normal/Fairy Type | Level 1 | SR 1/8
Fire and Ice type moves.
Sheer Force: This Pokémon deals an additional 1d6 Armor Class: 11
damage while poisoned, burned, confused, or Hit Points: 14
paralyzed. Hit Dice: d6
Speed: 25ft. walking, 25ft. swimming
Moves
Starting Moves: Arm Thrust, Focus Energy, Sand STR DEX CON INT WIS CHA
Attack, Tackle, Fake Out 11 (+0) 10 (+0) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 6: Whirlwind, Knock Off, Vital Throw
Proficient Skills: None
Level 10: Belly Drum, Smelling Salts Saving Throws: Constitution
Level 14: Seismic Toss Vulnerabilities: Poison, Steel
Resistances: Bug, Dark
Level 18: Endure, Reversal Immunities: Dragon, Ghost, Grass
Learnable Moves:
Thick Fat: This Pokémon takes quarter damage from
TM: 01, 06, 08, 10, 11, 15, 17, 18, 21, 26, 27, 28, Fire and Ice type moves.
31, 32, 39, 42, 43, 44, 45
HM: 03, 04, 06 Sap Sipper: This Pokémon is immune to grass-type
moves. If hit by a grass type move, it takes no
damage and instead absorbs the energy, granting
advantage on its next attack.
Evolution: Azurill can evolve into Marill at level 3 and
above. When it evolves, its health increases by
double its level, and it gains 6 points to add to its
ability scores (max 20).

Moves
Starting Moves: Splash, Water Gun, Tail Whip
Level 2: Water Sport, Bubble, Charm
Level 6: Bubble Beam, Helping Hand, Slam
Level 10: Bounce
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 27, 32,
42, 43, 44, 45
HM: 03, 07

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Nosepass
Medium Rock Type | Level 1 | SR 4

Armor Class: 17
Hit Points: 21
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


16 (+3) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Resistances: Fire, Flying, Normal, Poison
Immunities: None

Sturdy: This Pokémon cannot be KO’d from full


health. If a move takes this Pokémon from full HP to Skitty
0, it lowers it to 1HP instead. Small Normal Type | Level 1 | SR 1/4
Magnet Pull: Steel opponents in battle with this
Pokémon may not switch out or flee. Armor Class: 12
Hit Points: 16
Sand Force: During a Sandstorm, this Pokémon can Hit Dice: d6
double its STAB when it hits an opponent. Speed: 30ft. walking

Moves
STR DEX CON INT WIS CHA
Starting Moves: Tackle, Harden
10 (+0) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 14 (+2)
Level 2: Block, Rock Throw, Thunder Wave
Level 6: Rest, Spark, Rock Slide Proficient Skills: Persuasion
Saving Throws: Dexterity, Charisma
Level 10: Rock Blast, Discharge Vulnerabilities: Fighting
Level 14: Sandstorm, Stone Edge Resistances: None
Immunities: Ghost
Level 18: Lock-On, Zap Cannon
Learnable Moves: Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.
TM: 06, 10, 11, 12, 17, 21, 24, 25, 26, 27, 32, 34,
37, 39, 41, 42, 43, 44, 45 Normalize: Every move this Pokémon makes is
HM: 04, 06 Normal type.
Evolution: Skitty can evolve into Delcatty at level 8
and above with the help of a Moon Stone. When it
evolves, its health increases by double its level, and it
gains 9 points to add to its ability scores (max 20).

Moves
Starting Moves: Fake Out, Growl, Tackle, Tail Whip,
Foresight
Level 2: Sing, Attract
Level 6: Double Slap, Feint Attack
Level 10: Charm, Assist
Level 14: Covet, Heal Bell, Double-Edge
Learnable Moves:
TM: 03, 04, 06, 10, 11, 13, 14, 17, 18, 20, 21, 22,
23, 24, 25, 27, 28, 30, 32, 34, 42, 43, 44, 45
HM: 05

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Delcatty
Medium Normal Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 40
Hit Dice: d8
Speed: 35ft. walking

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 14 (+2)

Proficient Skills: Persuasion, Insight


Saving Throws: Dexterity, Charisma
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Cute Charm: Once per short rest, you can impose


disadvantage on an enemy attack roll of your choice.
Normalize: Every move this Pokémon makes is
Normal type. Sableye
Small Dark/Ghost Type | Level 5 | SR 7
Wonder Skin: This Pokémon has advantage on all
saving throws related to being burned, frozen,
poisoned, or paralyzed. Armor Class: 18
Hit Points: 35
Hit Dice: d8
Moves Speed: 25ft. walking
Starting Moves: Attract, Double Slap, Fake Out, Sing
Learnable Moves: STR DEX CON INT WIS CHA
TM: 03, 04, 06, 10, 11, 13, 14, 15, 17, 18, 20, 21, 12 (+1) 10 (+0) 14 (+2) 8 (-1) 16 (+3) 10 (+0)
22, 23, 24, 25, 27, 28, 30, 32, 34, 42, 43, 44, 45
HM: 04, 05, 06 Proficient Skills: Deception, Stealth
Saving Throws: Wisdom
Vulnerabilities: Fairy
Resistances: Poison
Immunities: Fighting, Normal, Psychic

Keen Eye: This Pokémon ignores disadvantage when


it relates to sight.
Prankster: Once per short rest, this Pokémon can
move to the top of initiative order in a single round,
but must use a status-affecting move on its turn.

Moves
Starting Moves: Leer, Scratch, Foresight, Night Shade,
Astonish, Fury Swipes
Level 6: Detect, Feint Attack, Fake Out
Level 10: Knock Off, Confuse Ray
Level 14: Shadow Ball
Level 18: Shadow Ball, Mean Look
Learnable Moves:
TM: 01, 03, 04, 06, 10, 11, 12, 17, 18, 21, 27, 28,
29, 30, 31, 32, 34, 39, 40, 41, 42, 43, 44, 45, 46,
49
HM: 01, 05, 06

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Mawile
Small Steel/Fairy Type | Level 5 | SR 7

Armor Class: 17
Hit Points: 40
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Intimidation


Saving Throws: Wisdom
Vulnerabilities: Fire, Ground
Resistances: Dark, Fairy, Flying, Grass, Ice, Normal,
Psychic, Rock
Immunities: Dragon, Poison

Hyper Cutter: This Pokémon’s ability modifiers


cannot be decreased by an opponent’s moves.
Intimidate: Once per short rest, you can impose Aron
disadvantage on an enemy attack roll of your choice. Medium Steel/Rock Type | Level 1 | SR 1/2
Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or Armor Class: 14
paralyzed. Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking
Moves
Starting Moves: Astonish, Growl, Taunt, Fake Tears,
Bite, Sweet Scent STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 13 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 6: Vice Grip, Feint Attack
Level 10: Baton Pass, Crunch Proficient Skills: Athletics
Level 14: Iron Defense, Spit Up, Stockpile, Swallow Saving Throws: Constitution
Vulnerabilities: Fighting, Ground, Water
Level 18: Spit Up Resistances: Bug, Dragon, Fairy, Ice, Psychic, Rock
Learnable Moves: Immunities: Poison
TM: 01, 06, 10, 11, 12, 13, 15, 17, 18, 21, 22, 27, Sturdy: This Pokémon cannot be KO’d from full
31, 32, 35, 36, 37, 38, 39, 41, 42, 43, 44, 45 health. If a move takes this Pokémon from full HP to
HM: 04, 06 0, it lowers it to 1HP instead.
Evolution: Aron can evolve into Lairon at level 8 and
above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Harden, Tackle, Mud-Slap
Level 2: Headbutt, Metal Claw, Rock Tomb
Level 6: Protect, Roar
Level 10: Rock Slide, Take Down, Metal Sound
Level 14: Iron Tail, Iron Defense, Double-Edge
Learnable Moves:
TM: 03, 05, 06, 10, 11, 17, 18, 21, 23, 26, 27, 28,
32, 34, 37, 39, 40, 42, 43, 44, 45
HM: 01, 04, 06

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Lairon Aggron
Medium Steel/Rock Type | Level 5 | SR 8 Large Steel/Rock Type | Level 12 | SR 14

Armor Class: 16 Armor Class: 18


Hit Points: 45 Hit Points: 128
Hit Dice: d10 Hit Dice: d12
Speed: 30ft. walking Speed: 30ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (-2) 12 (+1) 10 (+0) 20 (+5) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Survival Proficient Skills: Athletics, Survival


Saving Throws: Strength, Constitution Saving Throws: Strength, Constitution
Vulnerabilities: Fighting, Ground, Water Vulnerabilities: Fighting, Ground, Water
Resistances: Bug, Dragon, Fairy, Ice, Psychic, Rock Resistances: Bug, Dragon, Fairy, Ice, Psychic, Rock
Immunities: Poison Immunities: Poison

Sturdy: This Pokémon cannot be KO’d from full Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. 0, it lowers it to 1HP instead.
Rock Head: This Pokémon takes no recoil damage. Rock Head: This Pokémon takes no recoil damage.
Evolution: Lairon can evolve into Aggron at level 16
and above. When it evolves, its health increases by Moves
double its level, and it gains 7 points to add to its
ability scores (max 20). Starting Moves: Harden, Headbutt, Mud-Slap, Tackle,
Metal Claw, Rock Tomb, Protect, Roar, Rock Slide,
Take Down, Metal Sound
Moves
Level 14: Iron Tail, Iron Defense
Starting Moves: Harden, Headbutt, Mud-Slap, Tackle,
Metal Claw, Rock Tomb Level 18: Double-Edge
Learnable Moves:
Level 6: Protect, Roar
TM: 01, 02, 03, 05, 06, 10, 11, 12, 13, 14, 15, 17,
Level 10: Rock Slide, Take Down, Metal Sound
18, 21, 22, 23, 24, 25, 26, 27, 28, 31, 32, 34, 35,
Level 14: Iron Tail, Iron Defense 37, 38, 39, 40, 42, 43, 44, 45
Level 18: Double-Edge HM: 01, 03, 04, 06
Learnable Moves:
TM: 03, 05, 06, 10, 11, 17, 18, 21, 23, 26, 27, 28,
32, 34, 37, 39, 40, 42, 43, 44, 45
HM: 01, 04, 06

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Meditite
Small Fighting/Psychic Type | Level 1 | SR 1/2

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


9 (-1) 12 (+1) 12 (+1) 8 (-1) 12 (+1) 10 (+0)

Proficient Skills: Insight


Saving Throws: Wisdom
Vulnerabilities: Fairy, Flying, Ghost
Resistances: Fighting, Rock
Immunities: None

Pure Power: Once per short rest, this Pokémon may


double the damage it does on a single move that
requires an attack roll. The player must announce
that they are using this ability before the attack roll.
Telepathy: This Pokémon cannot be damaged by its Medicham
allies' attacks. Medium Fighting/Psychic Type | Level 8 | SR 10
Evolution: Meditite can evolve into Medicham at level
10 and above. When it evolves, its health increases Armor Class: 16
by double its level, and it gains 13 points to add to Hit Points: 64
its ability scores (max 20). Hit Dice: d10
Speed: 30ft. walking
Moves
Starting Moves: Bide, Meditate STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 10 (+0)
Level 2: Confusion, Detect, Endure
Level 6: Hidden Power, Calm Mind Proficient Skills: Insight, Acrobatics
Level 10: Mind Reader, High Jump Kick, Psych Up Saving Throws: Wisdom, Dexterity
Vulnerabilities: Fairy, Flying, Ghost
Level 14: Reversal, Recover Resistances: Fighting, Rock
Learnable Moves: Immunities: None
TM: 01, 04, 06, 08, 10, 11, 16, 17, 18, 21, 27, 29, Pure Power: Once per short rest, this Pokémon may
30, 31, 32, 33, 39, 42, 43, 44, 45 double the damage it does on a single move that
HM: 04, 05, 06 requires an attack roll. The player must announce that
they are using this ability before the attack roll.
Telepathy: This Pokémon cannot be damaged by its
allies' attacks.

Moves
Starting Moves: Bide, Confusion, Detect, Fire Punch,
Ice Punch, Meditate, Thunder Punch, Endure, Hidden
Power
Level 10: Calm Mind, Mind Reader, High Jump Kick,
Psych Up
Level 18: Reversal, Recover, Counter
Learnable Moves:
TM: 01, 04, 06, 08, 10, 11, 15, 16, 17, 18, 21, 27,
29, 30, 31, 32, 33, 39, 42, 43, 44, 45
HM: 04, 05, 06

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Electrike Manectric
Small Electric Type | Level 1 | SR 1/4 Medium Electric Type | Level 8 | SR 9

Armor Class: 12 Armor Class: 15


Hit Points: 16 Hit Points: 56
Hit Dice: d6 Hit Dice: d8
Speed: 30ft. walking Speed: 40ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 10 (+0) 14 (+2) 19 (+4) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics Proficient Skills: Acrobatics


Saving Throws: Dexterity Saving Throws: Dexterity
Vulnerabilities: Ground Vulnerabilities: Ground
Resistances: Electric, Flying, Steel Resistances: Electric, Flying, Steel
Immunities: None Immunities: None

Static: When this Pokémon is hit by a melee attack, Static: When this Pokémon is hit by a melee attack,
roll a d4. On a result of 4, the attacker takes 1d6 roll a d4. On a result of 4, the attacker takes 1d6
electric damage. electric damage.
Lightning Rod: If an ally within 30 feet is attacked Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to choose to use a reaction to redirect that attack to
themselves instead. This does not work on area of themselves instead. This does not work on area of
effect moves. effect moves.
Evolution: Electrike can evolve into Manectric at level Minus: This Pokémon boosts its attack and damage
9 and above. When it evolves, its health increases by rolls by 2 if an ally also has a Plus or Minus ability
double its level, and it gains 13 points to add to its
ability scores (max 20).
Moves
Starting Moves: Howl, Leer, Tackle, Thunder Wave,
Moves Quick Attack, Spark, Odor Sleuth
Starting Moves: Tackle, Thunder Wave, Leer
Level 10: Bite, Discharge
Level 2: Howl, Quick Attack
Level 14: Roar
Level 6: Spark, Odor Sleuth
Level 18: Charge, Thunder
Level 10: Bite, Discharge
Learnable Moves:
Level 14: Roar
TM: 05, 06, 10, 15, 17, 18, 21, 23, 24, 25, 27, 32,
Level 18: Charge, Thunder 34, 42, 43, 44, 45, 46
Learnable Moves: HM: 04, 05
TM: 05, 06, 10, 17, 18, 21, 23, 24, 25, 27, 32, 34,
42, 43, 44, 45, 46
HM: 04, 05

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Plusle
Small Electric Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 40
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


13 (+1) 18 (+4) 15 (+2) 6 (-2) 10 (+0) 12 (+1)

Proficient Skills: Persuasion


Saving Throws: Dexterity, Charisma
Vulnerabilities: Ground
Resistances: Electric, Flying, Steel
Immunities: None

Plus: This Pokémon boosts its attack and damage


rolls by 2 if an ally also has a Plus or Minus ability
Lightning Rod: If an ally within 30 feet is attacked
with an electric type move, this Pokémon can
choose to use a reaction to redirect that attack to Minun
themselves instead. This does not work on area of Small Electric Type | Level 5 | SR 7
effect moves.
Armor Class: 15
Moves Hit Points: 40
Hit Dice: d8
Starting Moves: Growl, Quick Attack, Thunder Wave, Speed: 30ft. walking
Helping Hand, Spark, Encore
Level 6: Swift, Charm STR DEX CON INT WIS CHA
Level 10: Charge, Discharge 13 (+1) 17 (+3) 16 (+3) 6 (-2) 10 (+0) 12 (+1)
Level 14: Baton Pass, Agility
Level 18: Thunder Proficient Skills: Persuasion
Saving Throws: Dexterity, Charisma
Learnable Moves: Vulnerabilities: Ground
TM: 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 32, 34, Resistances: Flying, Steel
42, 43, 44, 45 Immunities: Electric
HM: 05 Minus: This Pokémon boosts its attack and damage
rolls by 2 if an ally also has a Plus or Minus ability
Volt Absorb: Electric type moves do not damage this
Pokémon. Instead, half of any electric damage done
is absorbed, restoring the Pokémon's HP.

Moves
Starting Moves: Growl, Quick Attack, Thunder Wave,
Helping Hand, Spark, Encore
Level 6: Swift, Fake Tears
Level 10: Charge, Discharge
Level 14: Baton Pass, Agility
Level 18: Thunder
Learnable Moves:
TM: 06, 10, 16, 17, 18, 21, 23, 24, 25, 27, 32, 34,
42, 43, 44, 45
HM: 05

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Volbeat
Small Bug Type | Level 5 | SR 7

Armor Class: 16
Hit Points: 33
Hit Dice: d8
Speed: 20ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature, Persuasion


Saving Throws: Wisdom, Charisma
Vulnerabilities: Fire, Flying, Rock
Resistances: Grass, Ground, Fighting
Immunities: None

Illuminate: This Pokémon knows the Light cantrip


and can cast it at will.
Swarm: This Pokémon deals an additional 1d6
Illumise
Small Bug Type | Level 5 | SR 7
damage on attacks when it has 10% or less of its
maximum health.
Armor Class: 16
Prankster: Once per short rest, this Pokémon can Hit Points: 30
move to the top of initiative order in a single round, Hit Dice: d8
but must use a status-affecting move on its turn. Speed: 20ft. walking, 25ft. flying

Moves
STR DEX CON INT WIS CHA
Starting Moves: Flash, Tackle, Double Team, Confuse
Ray, Quick Attack 14 (+2) 16 (+3) 15 (+2) 6 (-2) 12 (+1) 12 (+1)

Level 6: Moonlight, Tail Glow Proficient Skills: Nature, Persuasion


Level 10: Signal Beam, Protect Saving Throws: Wisdom, Charisma
Vulnerabilities: Fire, Flying, Rock
Level 14: Helping Hand Resistances: Grass, Ground, Fighting
Level 18: Double-Edge Immunities: None
Learnable Moves: Oblivious: This Pokémon is immune to moves that
TM: 01, 03, 06, 10, 11, 16, 17, 18, 19, 21, 22, 24, attempt to charm or taunt it.
25, 27, 30, 31, 32, 34, 40, 42, 43, 44, 45, 46
Tinted Lens: This Pokémon’s moves ignore
HM: 05 resistances.
Prankster: Once per short rest, this Pokémon can
move to the top of initiative order in a single round,
but must use a status-affecting move on its turn.

Moves
Starting Moves: Tackle, Sweet Scent, Charm, Quick
Attack
Level 6: Moonlight, Wish
Level 10: Encore, Flatter
Level 14: Helping Hand
Level 18: Covet
Learnable Moves:
TM: 01, 03, 06, 10, 11, 16, 17, 18, 19, 21, 22, 24,
25, 27, 30, 31, 32, 34, 40, 42, 43, 44, 45, 46
HM: 05

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Roselia
Tiny Grass/Poison Type | Level 5 | SR 5

Armor Class: 14
Hit Points: 33
Hit Dice: d8
Speed: 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Nature, Survival


Saving Throws: Constitution , Wisdom
Vulnerabilities: Fire, Flying, Ice, Psychic
Resistances: Electric, Fairy, Fighting, Grass, Water
Immunities: None

Natural Cure: This Pokémon is cured of negative


status ailments upon returning to its Pokeball. Gulpin
Small Poison Type | Level 1 | SR 1/2
Poison Point: On melee attacks made by this
Pokémon, roll a d10 on a hit. On a result of a 10, the
target is poisoned. Armor Class: 13
Hit Points: 18
Leaf Guard: This Pokémon does not suffer from any Hit Dice: d6
negative status ailments in strong sunlight. Speed: 10ft. walking

Moves
STR DEX CON INT WIS CHA
Starting Moves: Absorb, Growth, Poison Sting, Stun
Spore, Mega Drain 12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

Level 6: Leech Seed, Magical Leaf, Grass Whistle Proficient Skills: Survival
Level 10: Giga Drain, Sweet Scent Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Level 14: Ingrain, Toxic Resistances: Bug, Fairy, Fighting, Grass, Poison
Level 18: Aromatherapy, Synthesis, Petal Dance Immunities: None
Learnable Moves: Liquid Ooze: If an enemy uses a leeching or absorb
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 30, 32, 36, move against this Pokémon, the Pokémon must
42, 43, 44, 45 make a DC 12 CON save or become poisoned.
HM: 01, 05 Sticky Hold: Held items cannot be stolen from this
Pokémon.
Evolution: Gulpin can evolve into Swalot at level 9
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Pound
Level 2: Yawn, Poison Gas, Sludge
Level 6: Amnesia, Encore, Toxic
Level 10: Spit Up, Stockpile, Swallow
Level 14: Sludge Bomb
Learnable Moves:
TM: 03, 06, 09, 10, 11, 13, 17, 18, 19, 21, 22, 27,
30, 32, 34, 36, 42, 43, 44, 45, 49
HM: 04, 06

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Swalot
Medium Poison Type | Level 8 | SR 10

Armor Class: 15
Hit Points: 72
Hit Dice: d8
Speed: 15ft. walking

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Liquid Ooze: If an enemy uses a leeching or absorb


move against this Pokémon, the Pokémon must
make a DC 12 CON save or become poisoned.
Sticky Hold: Held items cannot be stolen from this
Carvanha
Small Water/Dark Type | Level 1 | SR 1/4
Pokémon.
Gluttony: This Pokémon must eat its held berry when Armor Class: 11
it falls below ½ of its maximum HP. Hit Points: 17
Hit Dice: d6
Moves Speed: 30ft. swimming
Starting Moves: Body Slam, Poison Gas, Pound,
Sludge, Yawn, Amnesia, Encore STR DEX CON INT WIS CHA
Level 10: Toxic, Spit Up, Stockpile, Swallow 10 (+0) 14 (+2) 12 (+1) 6 (-2) 10 (+0) 10 (+0)
Level 14: Sludge Bomb
Proficient Skills: Intimidation
Learnable Moves: Saving Throws: Dexterity
TM: 03, 06, 09, 10, 11, 13, 15, 17, 18, 19, 21, 22, Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass
27, 30, 32, 34, 36, 42, 43, 44, 45, 49 Resistances: Dark, Fire, Ghost, Ice, Steel, Water
Immunities: Psychic
HM: 04, 06
Rough Skin: When hit by a melee attack roll a d4. On
a 4, do 1d6 normal damage to your attacker.
Evolution: Carvanha can evolve into Sharpedo at level
9 and above. When it evolves, its health increases by
double its level, and it gains 14 points to add to its
ability scores (max 20).

Moves
Starting Moves: Bite, Leer, Rage
Level 2: Focus Energy
Level 6: Screech, Swagger
Level 10: Scary Face, Poison Sting
Level 14: Crunch, Agility
Level 18: Take Down
Learnable Moves:
TM: 03, 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 32,
41, 42, 43, 44, 45, 46
HM: 03, 07, 08

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Sharpedo
Medium Water/Dark Type | Level 8 | SR 10

Armor Class: 15
Hit Points: 64
Hit Dice: d8
Speed: 40ft. swimming

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics, Intimidation


Saving Throws: Strength, Dexterity
Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass
Resistances: Dark, Fire, Ghost, Ice, Steel, Water
Immunities: Psychic

Rough Skin: When hit by a melee attack roll a d4. On


a 4, do 1d6 normal damage to your attacker. Wailmer
Speed Boost: While this Pokémon is active and in an Medium Water Type | Level 1 | SR 3
environment related to its type (DM Discretion), its
trainer gets advantage on initiative rolls. Armor Class: 12
Hit Points: 21
Moves Hit Dice: d8
Speed: 40ft. swimming
Starting Moves: Bite, Focus Energy, Leer, Rage, Slash,
Screech, Swagger
STR DEX CON INT WIS CHA
Level 10: Scary Face
12 (+1) 14 (+2) 17 (+3) 6 (-2) 10 (+0) 10 (+0)
Level 14: Poison Fang, Crunch
Level 18: Agility, Skull Bash, Taunt Proficient Skills: Survival, Nature
Learnable Moves: Saving Throws: Strength , Constitution
Vulnerabilities: Electric, Grass
TM: 03, 05, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, Resistances: Fire, Ice, Steel, Water
26, 27, 32, 39, 41, 42, 43, 44, 45, 46 Immunities: None
HM: 03, 04, 06, 07, 08
Oblivious: This Pokémon is immune to moves that
attempt to charm or taunt it.
Water Veil: This Pokémon is immune to burning.
Evolution: Wailmer can evolve into Wailord at level
10 and above. When it evolves, its health increases
by double its level, and it gains 5 points to add to its
ability scores (max 20).

Moves
Starting Moves: Splash, Growl
Level 2: Water Gun, Rollout, Whirlpool
Level 6: Astonish, Water Pulse, Mist
Level 10: Rest
Level 14: Water Spout, Amnesia, Dive
Level 18: Bounce, Hydro Pump
Learnable Moves:
TM: 03, 05, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27,
32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Wailord
Gargantuan Water Type | Level 8 | SR 9

Armor Class: 13
Hit Points: 89
Hit Dice: d12
Speed: 50ft. swimming

STR DEX CON INT WIS CHA


13 (+1) 15 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival, Nature


Saving Throws: Strength , Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Oblivious: This Pokémon is immune to moves that


attempt to charm or taunt it.
Numel
Small Fire/Ground Type | Level 1 | SR 1/4
Water Veil: This Pokémon is immune to burning.
Pressure: Any move targeting this Pokémon directly Armor Class: 12
costs an additional 1 PP. Hit Points: 18
Hit Dice: d6
Speed: 20ft. walking
Moves
Starting Moves: Growl, Rollout, Splash, Water Gun,
Whirlpool, Astonish, Water Pulse, Mist STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 10: Rest
Level 14: Water Spout, Amnesia, Dive Proficient Skills: Survival
Level 18: Hydro Pump Saving Throws: Constitution
Vulnerabilities: Ground, Water
Learnable Moves: Resistances: Bug, Fairy, Fire, Poison, Steel
TM: 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, Immunities: Electric
27, 32, 39, 42, 43, 44, 45
Oblivious: This Pokémon is immune to moves that
HM: 03, 04, 06, 07, 08 attempt to charm or taunt it.
Own Tempo: This Pokémon is immune to becoming
confused.
Evolution: Numel can evolve into Camerupt at level 9
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Tackle
Level 2: Ember, Focus Energy, Magnitude
Level 6: Amnesia
Level 10: Curse, Take Down
Level 14: Yawn, Earthquake
Level 18: Flamethrower, Double-Edge
Learnable Moves:
TM: 06, 10, 11, 17, 21, 26, 27, 28, 32, 35, 37, 38,
39, 42, 43, 44, 45, 50
HM: 04, 06

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Camerupt
Medium Fire/Ground Type | Level 8 | SR 9

Armor Class: 14
Hit Points: 72
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Strength, Constitution
Vulnerabilities: Ground, Water
Resistances: Bug, Fairy, Fire, Poison, Steel
Immunities: Electric

Magma Armor: This Pokémon is immune to freezing. Torkoal


Medium Fire Type | Level 5 | SR 8
Solid Rock: This Pokémon does not take any
additional damage from a critical hit.
Armor Class: 16
Anger Point: After suffering a critical hit, this Hit Points: 55
Pokémon deals and extra 1d6 if its next attack hits. Hit Dice: d10
Speed: 25ft. walking
Moves
Starting Moves: Ember, Focus Energy, Growl, Rock STR DEX CON INT WIS CHA
Slide, Tackle, Magnitude, Amnesia
19 (+4) 10 (+0) 16 (+3) 6 (-2) 10 (+0) 10 (+0)
Level 10: Curse, Take Down
Level 14: Yawn Proficient Skills: Athletics
Saving Throws: Strength , Constitution
Level 18: Earthquake, Eruption, Fissure Vulnerabilities: Ground, Rock, Water
Learnable Moves: Resistances: Bug, Fairy, Fire, Grass, Ice, Steel
Immunities: None
TM: 05, 06, 10, 11, 15, 17, 21, 26, 27, 28, 32, 35,
37, 38, 39, 42, 43, 44, 45, 50 Drought: When this Pokémon enters an outside
HM: 04, 06 battle, the weather immediately changes to bright
sunlight. In the case of another Pokémon with a
similar weather ability, the tie goes to the Pokémon
with the highest DEX score.
White Smoke: Other Pokémon's moves or abilities
cannot lower this Pokémon stats.
Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.

Moves
Starting Moves: Ember, Smog, Withdraw, Rapid Spin,
Fire Spin
Level 6: Smokescreen, Flame Wheel, Curse
Level 10: Body Slam, Protect
Level 14: Flamethrower, Iron Defense, Amnesia
Level 18: Flail, Heat Wave
Learnable Moves:
TM: 06, 10, 11, 17, 21, 23, 27, 32, 35, 36, 38, 42,
43, 44, 45, 50
HM: 04 ,06

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Spoink
Medium Psychic Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity , Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Own Tempo: This Pokémon is immune to becoming


confused.
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves. Grumpig
Evolution: Spoink can evolve into Grumpig at level 9 Medium Psychic Type | Level 8 | SR 11
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its Armor Class: 16
ability scores (max 20). Hit Points: 72
Hit Dice: d8
Moves Speed: 30ft. walking
Starting Moves: Splash
STR DEX CON INT WIS CHA
Level 2: Psywave, Odor Sleuth
16 (+3) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Level 6: Psybeam, Psych Up, Confuse Ray
Level 10: Magic Coat, Rest Proficient Skills: Acrobatics
Level 14: Snore Saving Throws: Dexterity , Wisdom
Vulnerabilities: Bug, Dark, Ghost
Level 18: Psychic, Bounce Resistances: Fighting, Psychic
Learnable Moves: Immunities: None
TM: 04, 06, 10, 11, 12, 16, 17, 18, 21, 23, 27, 28, Own Tempo: This Pokémon is immune to becoming
29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46, 48, 49 confused.
HM: 05
Thick Fat: This Pokémon takes quarter damage from
Fire and Ice type moves.
Gluttony: This Pokémon must eat its held berry when
it falls below ½ of its maximum HP.

Moves
Starting Moves: Odor Sleuth, Psybeam, Psywave,
Splash, Teeter Dance, Psych Up, Confuse Ray, Magic
Coat
Level 14: Rest, Snore
Level 18: Psychic, Bounce
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 15, 16, 17, 18, 21, 23,
27, 28, 29, 30, 32, 33, 34, 41, 42, 43, 44, 45, 46,
48, 49
HM: 05

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Spinda Trapinch
Small Normal Type | Level 1 | SR 2 Small Ground Type | Level 1 | SR 1/4

Armor Class: 14 Armor Class: 12


Hit Points: 16 Hit Points: 17
Hit Dice: d8 Hit Dice: d6
Speed: 25ft. walking Speed: 20ft. walking

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 6 (-2) 10 (+0) 10 (+0) 15 (+2) 8 (-1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Deception Proficient Skills: Athletics


Saving Throws: Wisdom Saving Throws: Strength, Constitution
Vulnerabilities: Fighting Vulnerabilities: Grass, Ice, Water
Resistances: None Resistances: Poison, Rock
Immunities: Ghost Immunities: Electric

Own Tempo: This Pokémon is immune to becoming Hyper Cutter: This Pokémon’s ability modifiers
confused. cannot be decreased by an opponent’s moves.
Tangled Feet: Attacks against this Pokémon have Arena Trap: Wild Pokémon cannot flee from this
disadvantage when it is confused. Pokémon if it is active in battle, except if they are
flying-type, or use the Levitate ability,.
Moves Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or
Starting Moves: Tackle paralyzed.
Level 2: Feint Attack Evolution: Trapinch can evolve into Vibrava at level 9
Level 6: Psybeam, Hypnosis and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
Level 10: Dizzy Punch, Teeter Dance ability scores (max 20).
Level 14: Uproar, Psych Up
Level 18: Double-Edge, Flail, Thrash Moves
Learnable Moves: Starting Moves: Bide, Bite, Feint Attack, Sand Attack
TM: 01, 03, 04, 06, 10, 11, 17, 18, 20, 21, 27, 28, Level 2: Mud-Slap, Sand Tomb
29, 30, 31, 32, 34, 39, 42, 43, 44, 45, 46, 48, 49
Level 6: Rock Slide, Dig
HM: 04, 05, 06
Level 10: Crunch, Earthquake
Level 14: Sandstorm, Superpower
Level 18: Fissure
Learnable Moves:
TM: 06, 10, 11, 15, 17, 19, 21, 22, 26, 27, 28, 32,
37, 39, 42, 43, 44, 45
HM: 04, 06

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Vibrava
Small Ground/Dragon Type | Level 8 | SR 7

Armor Class: 13
Hit Points: 64
Hit Dice: d8
Speed: 15ft. walking, 30ft. flying

STR DEX CON INT WIS CHA


14 (+2) 15 (+2) 14 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity , Constitution
Vulnerabilities: Dragon, Fairy, Ice
Resistances: Fire, Poison, Rock
Immunities: Electric, Ground

Levitate: This Pokemon is immune to ground moves


Evolution: Vibrava can evolve into Flygon at level 16
and above. When it evolves, its health increases by
double its level, and it gains 12 points to add to its
ability scores (max 20).

Moves
Starting Moves: Bide, Dragon Breath, Feint Attack,
Sand Attack, Sonic Boom, Mud-Slap, Sand Tomb,
Rock Slide, Supersonic, Screech
Flygon
Medium Ground/Dragon Type | Level 12 | SR 14
Level 14: Earthquake, Sandstorm, Uproar
Armor Class: 16
Learnable Moves:
Hit Points: 114
TM: 06, 10, 11, 15, 17, 19, 21, 22, 26, 27, 28, 32, Hit Dice: d12
37, 39, 42, 43, 44, 45, 47 Speed: 15ft. walking, 35ft. flying
HM: 02, 04, 06
STR DEX CON INT WIS CHA
17 (+3) 19 (+4) 17 (+3) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Acrobatics


Saving Throws: Dexterity , Constitution
Vulnerabilities: Dragon, Fairy, Ice
Resistances: Fire, Poison, Rock
Immunities: Electric, Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Bide, Dragon Breath, Dragon Claw,
Dragon Dance, Feint Attack, Sand Attack, Sonic
Boom, Mud-Slap, Sand Tomb, Rock Slide, Supersonic,
Screech
Level 14: Earthquake, Sandstorm, Uproar
Level 18: Earthquake
Learnable Moves:
TM: 02, 06, 10, 11, 15, 17, 19, 21, 22, 23, 26, 27,
28, 32, 35, 37, 38, 39, 42, 43, 44, 45, 47
HM: 02, 04, 06

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Cacnea
Medium Grass Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Bug, Fire, Flying, Ice, Poison
Resistances: Electric, Grass, Ground
Immunities: Water

Sand Veil: This Pokémon’s AC increases by 2 in


desert terrain.
Water Absorb: Water type moves do not damage this
Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.
Cacturne
Medium Grass/Dark Type | Level 8 | SR 8
Evolution: Cacnea can evolve into Cacturne at level 9
and above. When it evolves, its health increases by Armor Class: 14
double its level, and it gains 9 points to add to its Hit Points: 64
ability scores (max 20). Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Leer, Poison Sting, Absorb STR DEX CON INT WIS CHA
Level 2: Growth, Leech Seed, Sand Attack 15 (+2) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 6: Needle Arm, Feint Attack
Proficient Skills: Survival
Level 10: Ingrain, Spikes Saving Throws: Constitution
Level 14: Pin Missile Vulnerabilities: Bug, Fairy, Fighting, Fire, Flying, Ice,
Poison
Level 18: Cotton Spore, Sandstorm, Destiny Bond Resistances: Dark, Electric, Ghost, Grass, Ground
Learnable Moves: Immunities: Psychic, Water
TM: 01, 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 37, Sand Veil: This Pokémon’s AC increases by 2 in
42, 43, 44, 45 desert terrain.
HM: 01, 05
Water Absorb: Water type moves do not damage this
Pokémon. Instead, half of any water damage done is
absorbed, restoring the Pokémon's HP.

Moves
Starting Moves: Absorb, Growth, Leer, Poison Sting,
Revenge, Leech Seed, Sand Attack, Needle Arm, Feint
Attack, Ingrain
Level 10: Spikes
Level 14: Pin Missile
Level 18: Cotton Spore, Sandstorm, Destiny Bond
Learnable Moves:
TM: 01, 06, 09, 10, 11, 15, 17, 19, 21, 22, 27, 32,
37, 42, 43, 44, 45
HM: 01, 04, 05

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Swablu
Tiny Normal/Flying Type | Level 1 | SR 1/2

Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 5ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


12 (+1) 11 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Persuasion


Saving Throws: Dexterity
Vulnerabilities: Electric, Ice, Rock
Resistances: Bug, Grass
Immunities: Ghost, Ground

Natural Cure: This Pokémon is cured of negative


status ailments upon returning to its Pokeball.
Evolution: Swablu can evolve into Altaria at level 9
and above. When it evolves, its health increases by
double its level, and it gains 15 points to add to its
ability scores (max 20).

Moves
Starting Moves: Growl, Peck, Astonish Altaria
Level 2: Sing, Fury Attack, Safeguard Small Dragon/Flying Type | Level 8 | SR 12

Level 6: Mist, Take Down


Armor Class: 17
Level 10: Refresh, Mirror Move Hit Points: 72
Hit Dice: d10
Level 18: Perish Song
Speed: 5ft. walking, 35ft. flying
Learnable Moves:
TM: 06, 10, 11, 13, 17, 18, 20, 21, 22, 27, 32, 40, STR DEX CON INT WIS CHA
42, 43, 44, 45, 46, 47
18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
HM: 02
Proficient Skills: Arcana, Persuasion
Saving Throws: Dexterity
Vulnerabilities: Dragon, Fairy, Ice, Rock
Resistances: Bug, Fire, Fighting, Grass, Water
Immunities: None

Natural Cure: This Pokémon is cured of negative


status ailments upon returning to its Pokeball.

Moves
Starting Moves: Astonish, Dragon Breath, Growl,
Peck, Sing, Sky Attack, Astonish, Sing, Fury Attack,
Safeguard, Mist
Level 10: Take Down, Refresh, Dragon Dance
Level 18: Take Down, Perish Song, Sky Attack
Learnable Moves:
TM: 02, 05, 06, 10, 11, 13, 15, 17, 18, 20, 21, 22,
23, 26, 27, 32, 35, 38, 40, 42, 43, 44, 45, 46, 47
HM: 02, 06

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Zangoose
Medium Normal Type | Level 5 | SR 6

Armor Class: 14
Hit Points: 38
Hit Dice: d8
Speed: 30ft. walking

STR DEX CON INT WIS CHA


15 (+2) 17 (+3) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Acrobatics, Athletics


Saving Throws: Dexterity
Vulnerabilities: Fighting
Resistances: None
Immunities: Ghost

Immunity: This Pokémon is immune to becoming


poisoned.
Toxic Boost: When this Pokémon is hit by a poison-
type attack, its next attack is rolled at advantage.

Moves
Starting Moves: Leer, Scratch, Quick Attack, Fury
Cutter, Pursuit Seviper
Large Poison Type | Level 5 | SR 5
Level 6: Slash, Revenge
Level 10: Crush Claw, False Swipe Armor Class: 14
Hit Points: 38
Level 14: Detect
Hit Dice: d8
Level 18: Taunt, Swords Dance Speed: 25ft. walking
Learnable Moves:
TM: 01, 03, 05, 06, 10, 11, 12, 13, 14, 17, 18, 19, STR DEX CON INT WIS CHA
21, 22, 23, 24, 25, 27, 28, 30, 31, 32, 34, 35, 38, 15 (+2) 15 (+2) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
40, 42, 43, 44, 45, 46
HM: 04, 06 Proficient Skills: Deception, Intimidation
Saving Throws: Constitution
Vulnerabilities: Ground, Psychic
Resistances: Bug, Fairy, Fighting, Grass, Poison
Immunities: None

Shed Skin: If this Pokémon is affected by a negative


status ailment, they can roll a d4 at the end of each
of their turns. On a result of 4, they are cured.
Infiltrator: This Pokémon bypasses Light Screen and
Reflect

Moves
Starting Moves: Swagger, Wrap, Bite, Lick, Poison Tail
Level 6: Screech, Glare, Poison Fang
Level 14: Haze, Swords Dance, Crunch
Learnable Moves:
TM: 06, 10, 11, 12, 17, 18, 19, 21, 23, 26, 27, 28,
32, 35, 36, 42, 43, 44, 45, 46, 49
HM: 04, 06

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Lunatone
Medium Rock/Psychic Type | Level 5 | SR 8

Armor Class: 15
Hit Points: 40
Hit Dice: d10
Speed: 25ft. flying

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 16 (+3) 6 (-2) 16 (+3) 10 (+0)

Proficient Skills: Arcana


Saving Throws: Wisdom , Constitution
Vulnerabilities: Bug, Dark, Ghost, Grass, Water, Steel
Resistances: Fire, Flying, Normal, Poison, Psychic
Immunities: Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Confusion, Harden, Rock Throw,
Tackle, Hypnosis, Psywave
Level 6: Rock Slide
Level 10: Cosmic Power, Psychic
Level 14: Stone Edge, Future Sight Solrock
Level 18: Stone Edge Medium Rock/Psychic Type | Level 5 | SR 8
Learnable Moves:
Armor Class: 15
TM: 04, 06, 10, 13, 15, 16, 17, 18, 20, 21, 26, 27,
Hit Points: 40
29, 30, 32, 33, 37, 39, 42, 43, 44, 48
Hit Dice: d10
HM: 05 Speed: 25ft. flying

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 16 (+3) 6 (-2) 16 (+3) 10 (+0)

Proficient Skills: Arcana


Saving Throws: Wisdom , Constitution
Vulnerabilities: Bug, Dark, Ghost, Grass, Water, Steel
Resistances: Fire, Flying, Normal, Poison, Psychic
Immunities: Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Confusion, Harden, Rock Throw,
Tackle, Fire Spin, Psywave
Level 6: Rock Slide
Level 10: Cosmic Power, Psychic
Level 14: Stone Edge, Solar Beam
Learnable Moves:
TM: 04, 06, 10, 11, 15, 16, 17, 20, 21, 22, 26, 27,
29, 30, 32, 33, 35, 37, 38, 39, 42, 43, 44, 48, 50
HM: 05

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Barboach
Tiny Water/Ground Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 30ft. swimming

STR DEX CON INT WIS CHA


10 (+0) 13 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Perception, Investigation


Saving Throws: Constitution
Vulnerabilities: Grass
Resistances: Fire, Poison, Rock, Steel
Immunities: Electric

Oblivious: This Pokémon is immune to moves that


attempt to charm or taunt it.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.
Evolution: Barboach can evolve into Whiscash at level
8 and above. When it evolves, its health increases by
Whiscash
Small Water/Ground Type | Level 5 | SR 6
double its level, and it gains 10 points to add to its
ability scores (max 20).
Armor Class: 15
Hit Points: 45
Moves Hit Dice: d10
Starting Moves: Mud-Slap Speed: 35ft. swimming

Level 2: Mud Sport, Water Sport, Water Gun


STR DEX CON INT WIS CHA
Level 6: Amnesia, Water Pulse, Magnitude
13 (+1) 12 (+1) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Level 10: Rest, Snore, Earthquake
Level 14: Muddy Water, Future Sight Proficient Skills: Survival
Level 18: Fissure Saving Throws: Constitution
Vulnerabilities: Grass
Learnable Moves: Resistances: Fire, Poison, Rock, Steel
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 26, 27, 32, Immunities: Electric
37, 39, 42, 43, 44, 45
Oblivious: This Pokémon is immune to moves that
HM: 03, 07, 08 attempt to charm or taunt it.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.

Moves
Starting Moves: Mud-Slap, Mud Sport, Thrash, Tickle,
Water Gun, Water Sport, Mud Sport, Water Sport
Level 6: Amnesia, Water Pulse, Magnitude
Level 10: Rest, Snore
Level 14: Earthquake, Muddy Water
Level 18: Earthquake, Fissure
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 26, 27,
32, 37, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Corphish
Small Water Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 15ft. walking, 25ft. swimming

STR DEX CON INT WIS CHA


13 (+1) 10 (+0) 11 (+0) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Nature


Saving Throws: Strength
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Hyper Cutter: This Pokémon’s ability modifiers


cannot be decreased by an opponent’s moves.
Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. Crawdaunt
Evolution: Corphish can evolve into Crawdaunt at Medium Water/Dark Type | Level 5 | SR 5
level 8 and above. When it evolves, its health
increases by double its level, and it gains 11 points Armor Class: 14
to add to its ability scores (max 20). Hit Points: 40
Hit Dice: d8
Moves Speed: 20ft. walking, 35ft. swimming
Starting Moves: Bubble
STR DEX CON INT WIS CHA
Level 2: Harden, Vice Grip, Leer
16 (+3) 13 (+1) 14 (+2) 6 (-2) 12 (+1) 10 (+0)
Level 6: Bubble Beam, Protect
Level 10: Knock Off Proficient Skills: Nature, Athletics
Level 14: Taunt, Swords Dance, Crunch Saving Throws: Strength
Vulnerabilities: Bug, Electric, Fairy, Fighting, Grass
Level 18: Crabhammer, Guillotine Resistances: Dark, Fire, Ghost, Ice, Steel, Water
Learnable Moves: Immunities: Psychic
TM: 03, 06, 07, 10, 12, 13, 14, 17, 18, 21, 27, 28, Hyper Cutter: This Pokémon’s ability modifiers
31, 32, 36, 39, 40, 42, 43, 44, 45 cannot be decreased by an opponent’s moves.
HM: 01, 03, 04, 06, 07
Shell Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.
Adaptability: This Pokémon's STAB is increased by +1
at all levels.

Moves
Starting Moves: Bubble, Harden, Leer, Swift, Vice Grip
Level 6: Bubble Beam, Protect
Level 10: Knock Off
Level 14: Taunt, Swords Dance
Level 18: Crunch, Crabhammer, Guillotine
Learnable Moves:
TM: 03, 06, 07, 10, 12, 13, 14, 15, 17, 18, 21, 27,
28, 31, 32, 36, 39, 40, 42, 43, 44, 45
HM: 01, 03, 04, 06, 07, 08

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Baltoy
Small Ground/Psychic Type | Level 1 | SR 1

Armor Class: 14
Hit Points: 17
Hit Dice: d6
Speed: 25ft. flying

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 13 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Arcana


Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost, Grass, Ice, Water
Resistances: Fighting, Poison, Psychic, Rock
Immunities: Electric, Ground

Levitate: This Pokemon is immune to ground moves


Evolution: Baltoy can evolve into Claydol at level 10
and above. When it evolves, its health increases by
double its level, and it gains 11 points to add to its
ability scores (max 20).

Moves
Starting Moves: Confusion, Harden, Rapid Spin
Level 2: Mud-Slap, Rock Tomb Claydol
Level 6: Psybeam, Ancient Power, Cosmic Power Medium Ground/Psychic Type | Level 8 | SR 11
Level 10: Self-Destruct, Extrasensory
Armor Class: 18
Level 14: Sandstorm
Hit Points: 64
Level 18: Sandstorm, Explosion Hit Dice: d10
Speed: 25ft. flying
Learnable Moves:
TM: 06, 10, 11, 13, 16, 17, 18, 21, 22, 26, 27, 28,
29, 30, 32, 33, 37, 39, 42, 43, 44, 48 STR DEX CON INT WIS CHA
HM: 05 16 (+3) 15 (+2) 18 (+4) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Arcana


Saving Throws: Wisdom
Vulnerabilities: Bug, Dark, Ghost, Grass, Ice, Water
Resistances: Fighting, Poison, Psychic, Rock
Immunities: Electric, Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Confusion, Harden, Hyper Beam,
Rapid Spin, Teleport, Mud-Slap, Rock Tomb,
Psybeam, Ancient Power, Cosmic Power
Level 10: Self-Destruct, Extrasensory
Level 18: Sandstorm, Imprison, Explosion
Learnable Moves:
TM: 06, 10, 11, 13, 15, 16, 17, 18, 21, 22, 26, 27,
28, 29, 30, 32, 33, 37, 39, 42, 43, 44, 48
HM: 04, 05, 06

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Lileep
Small Rock/Grass Type | Level 1 | SR 2

Armor Class: 15
Hit Points: 19
Hit Dice: d6
Speed: 20ft. walking

STR DEX CON INT WIS CHA


15 (+2) 9 (-1) 16 (+3) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival, Deception


Saving Throws: Constitution
Vulnerabilities: Bug, Fighting, Ice, Steel
Resistances: Electric, Normal
Immunities: None

Suction Cups: This Pokémon cannot be forced out of


battle by an opponent’s moves.
Storm Drain: If an ally within 30 feet is attacked with
a water type move, this Pokémon can use a reaction
Cradily
Medium Rock/Grass Type | Level 8 | SR 11
to choose to redirect that attack to themselves
instead, gaining an amount of HP equal to half the
damage dealt. This does not work on area of effect Armor Class: 17
moves. Hit Points: 80
Hit Dice: d10
Evolution: Lileep can evolve into Cradily at level 10 Speed: 25ft. walking
and above. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20). STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 19 (+4) 6 (-2) 12 (+1) 10 (+0)
Moves
Starting Moves: Astonish, Constrict Proficient Skills: Survival, Deception
Saving Throws: Constitution
Level 2: Acid, Ingrain, Confuse Ray Vulnerabilities: Bug, Fighting, Ice, Steel
Level 6: Ancient Power Resistances: Electric, Normal
Immunities: None
Level 10: Giga Drain
Level 14: Amnesia Suction Cups: This Pokémon cannot be forced out of
battle by an opponent’s moves.
Level 18: Spit Up, Stockpile, Swallow
Learnable Moves: Storm Drain: If an ally within 30 feet is attacked with
a water type move, this Pokémon can use a reaction
TM: 06, 09, 10, 11, 17, 19, 21, 22, 27, 32, 36, 37, to choose to redirect that attack to themselves
42, 43, 44, 45 instead, gaining an amount of HP equal to half the
damage dealt. This does not work on area of effect
moves.

Moves
Starting Moves: Acid, Astonish, Constrict, Ingrain,
Confuse Ray, Ancient Power
Level 10: Giga Drain
Level 14: Amnesia
Level 18: Spit Up, Stockpile, Swallow
Learnable Moves:
TM: 06, 09, 10, 11, 15, 17, 19, 21, 22, 26, 27, 32,
36, 37, 39, 42, 43, 44, 45
HM: 04, 06

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Anorith Armaldo
Small Rock/Bug Type | Level 1 | SR 2 Medium Rock/Bug Type | Level 8 | SR 10

Armor Class: 13 Armor Class: 16


Hit Points: 17 Hit Points: 64
Hit Dice: d6 Hit Dice: d10
Speed: 25ft. walking, 30ft. swimming Speed: 30ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 12 (+1) 6 (-2) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival Proficient Skills: Survival, History


Saving Throws: Constitution Saving Throws: Constitution
Vulnerabilities: Rock, Steel, Water Vulnerabilities: Rock, Steel, Water
Resistances: Normal, Poison Resistances: Normal, Poison
Immunities: None Immunities: None

Battle Armor: This Pokémon is immune to extra Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit. damage dealt by a Critical Hit.
Swift Swim: This Pokémon's swim speed is doubled Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions. in rainy conditions.
Evolution: Anorith can evolve into Armaldo at level
10 and above. When it evolves, its health increases Moves
by double its level, and it gains 8 points to add to its
ability scores (max 20). Starting Moves: Harden, Mud Sport, Scratch, Water
Gun, Fury Cutter, Metal Claw, Ancient Power

Moves Level 14: Slash, Crush Claw


Starting Moves: Harden, Scratch, Mud Sport Level 18: Protect, Rock Blast
Learnable Moves:
Level 2: Water Gun, Fury Cutter
TM: 03, 06, 10, 11, 15, 17, 21, 23, 26, 27, 28, 31,
Level 6: Metal Claw, Ancient Power
32, 37, 39, 40, 42, 43, 44, 45
Level 14: Slash, Crush Claw
HM: 01, 04, 06
Level 18: Protect, Rock Blast
Learnable Moves:
TM: 03, 06, 10, 11, 17, 21, 27, 28, 31, 32, 37, 39,
40, 42, 43, 44, 45
HM: 01, 06

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Feebas
Small Water Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 16
Hit Dice: d6
Speed: 30ft. swimming

STR DEX CON INT WIS CHA


9 (-1) 15 (+2) 9 (-1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival, History


Saving Throws: Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Oblivious: This Pokémon is immune to moves that


attempt to charm or taunt it.
Swift Swim: This Pokémon's swim speed is doubled
in rainy conditions.
Evolution: Feebas can evolve into Milotic at level 10
Milotic
Huge Water Type | Level 8 | SR 10
and above while holding a Prism Scale. When it
evolves, its health increases by double its level, and it
gains 18 points to add to its ability scores (max 20). Armor Class: 17
Hit Points: 56
Hit Dice: d10
Moves Speed: 50ft. swimming
Starting Moves: Splash
Level 6: Tackle STR DEX CON INT WIS CHA
Level 10: Flail 15 (+2) 18 (+4) 18 (+4) 6 (-2) 12 (+1) 10 (+0)
Learnable Moves:
Proficient Skills: Persuasion
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42, Saving Throws: Wisdom , Dexterity
43, 44, 45 Vulnerabilities: Electric, Grass
HM: 03, 07, 08 Resistances: Fire, Ice, Steel, Water
Immunities: None

Marvel Scale: This Pokémon's AC increase by 2 when


suffering from a negative status condition.
Competitive: This Pokémon does an extra 1d6
damage when suffering from a negative effect.
Cute Charm: Once per short rest, you can impose
disadvantage on an enemy attack roll of your choice.

Moves
Starting Moves: Refresh, Water Gun, Water Pulse,
Water Sport, Wrap, Twister
Level 10: Recover
Level 14: Attract, Safeguard
Level 18: Hydro Pump, Rain Dance
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 23,
27, 32, 42, 43, 44, 45
HM: 03, 07, 08

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Castform
Tiny ??? Type | Level 1 | SR 5

Armor Class: 15
Hit Points: 19
Hit Dice: d8
Speed: 25ft. flying

STR DEX CON INT WIS CHA


13 (+1) 13 (+1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)

Proficient Skills: Nature


Saving Throws: Dexterity
Vulnerabilities: Varies by Type
Resistances: Varies by Type
Immunities: Varies by Type

Forecast: This Pokémon changes form with the


weather. In rain it becomes water-type, in bright sun
Kecleon
it becomes fire-type, in cold and snowy conditions it Small Normal Type | Level 5 | SR 6
becomes ice-type. In all other conditions it is
normal-type. Its STAB, resistance, immunities, and Armor Class: 16
vulnerabilities change to match the form it takes. Hit Points: 44
Hit Dice: d8
Speed: 25ft. walking
Moves
Starting Moves: Tackle
STR DEX CON INT WIS CHA
Level 2: Ember, Powder Snow, Water Gun 15 (+2) 10 (+0) 15 (+2) 6 (-2) 14 (+2) 10 (+0)
Level 6: Headbutt, Hail, Rain Dance, Sunny Day
Level 10: Weather Ball Proficient Skills: Stealth, Deception
Saving Throws: Constitution
Level 14: Blizzard, Fire Blast, Hydro Pump Vulnerabilities: Fighting
Learnable Moves: Resistances: None
Immunities: Ghost
TM: 03, 06, 07, 10, 11, 13, 14, 17, 18, 21, 22, 24,
25, 27, 30, 32, 34, 35, 37, 38, 42, 43, 44, 45, 46 Color Change: When hit by a damaging attack, this
HM: 05 Pokémon's type changes to the type that hit it. It
takes on the new type's resistances, vulnerabilities,
and immunities.
Protean: This Pokémon's type changes to the type of
move it uses, just before the move is used. It takes
on the new type's resistances, vulnerabilities, and
immunities.

Moves
Starting Moves: Astonish, Lick, Scratch, Tail Whip,
Thief, Bind, Fury Swipes
Level 6: Feint Attack, Psybeam, Ancient Power
Level 10: Slash, Camouflage
Level 14: Screech
Level 18: Screech
Learnable Moves:
TM: 01, 03, 06, 10, 11, 13, 14, 17, 18, 21, 22, 23,
24, 25, 27, 28, 30, 31, 32, 34, 35, 38, 39, 40, 42,
43, 44, 45, 46, 48, 49
HM: 01, 04, 05, 06

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Shuppet
Tiny Ghost Type | Level 1 | SR 1

Armor Class: 13
Hit Points: 16
Hit Dice: d6
Speed: 25ft. flying

STR DEX CON INT WIS CHA


10 (+0) 12 (+1) 11 (+0) 8 (-1) 12 (+1) 10 (+0)

Proficient Skills: Stealth, Deception


Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal

Insomnia: This Pokémon is immune to sleep.


Evolution: Shuppet can evolve into Banette at level
10 and above. When it evolves, its health increases
by double its level, and it gains 14 points to add to
its ability scores (max 20).

Moves
Starting Moves: Knock Off, Screech
Banette
Level 2: Night Shade, Spite Small Ghost Type | Level 8 | SR 9
Level 6: Will-O-Wisp, Feint Attack
Armor Class: 15
Level 10: Curse, Shadow Ball
Hit Points: 56
Level 18: Snatch, Grudge, Trick Hit Dice: d8
Speed: 25ft. flying
Learnable Moves:
TM: 04, 06, 10, 11, 12, 17, 18, 21, 24, 25, 27, 29,
30, 32, 34, 41, 42, 43, 44, 45, 46, 48, 49 STR DEX CON INT WIS CHA
HM: 05 16 (+3) 15 (+2) 14 (+2) 8 (-1) 16 (+3) 10 (+0)

Proficient Skills: Stealth, Deception


Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal

Insomnia: This Pokémon is immune to sleep.


Frisk: Upon entering a battle, a single opponent’s
held item is revealed, if it has one.

Moves
Starting Moves: Knock Off, Night Shade, Screech,
Spite, Will-O-Wisp, Feint Attack
Level 10: Curse, Shadow Ball
Level 18: Snatch, Grudge, Trick
Learnable Moves:
TM: 04, 06, 10, 11, 12, 15, 17, 18, 21, 24, 25, 27,
29, 30, 32, 34, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05

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Duskull
Small Ghost Type | Level 1 | SR 1

Armor Class: 13
Hit Points: 18
Hit Dice: d6
Speed: 25ft. flying

STR DEX CON INT WIS CHA


11 (+0) 8 (-1) 14 (+2) 8 (-1) 12 (+1) 10 (+0)

Proficient Skills: Deception, Intimidation


Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal

Levitate: This Pokemon is immune to ground moves


Evolution: Duskull can evolve into Dusclops at level
10 and above. When it evolves, its health increases
by double its level, and it gains 13 points to add to
its ability scores (max 20).

Moves
Starting Moves: Leer, Night Shade Dusclops
Medium Ghost Type | Level 8 | SR 12
Level 2: Disable, Astonish
Level 6: Foresight, Pursuit Armor Class: 18
Hit Points: 72
Level 10: Will-O-Wisp, Confuse Ray
Hit Dice: d8
Level 14: Curse, Shadow Ball Speed: 25ft. flying
Level 18: Mean Look, Future Sight
Learnable Moves: STR DEX CON INT WIS CHA
TM: 04, 06, 10, 11, 12, 13, 14, 17, 18, 20, 21, 27, 16 (+3) 12 (+1) 16 (+3) 8 (-1) 16 (+3) 10 (+0)
29, 30, 32, 41, 42, 43, 44, 45, 46, 48, 49
HM: 05 Proficient Skills: Deception, Intimidation
Saving Throws: Wisdom
Vulnerabilities: Dark, Ghost
Resistances: Bug, Poison
Immunities: Fighting, Ground, Normal

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Astonish, Bind, Disable, Fire Punch,
Ice Punch, Leer, Night Shade, Shadow Punch,
Thunder Punch, Foresight, Pursuit
Level 10: Will-O-Wisp, Confuse Ray
Level 14: Curse
Level 18: Shadow Ball, Mean Look, Future Sight
Learnable Moves:
TM: 01, 04, 06, 10, 11, 12, 13, 14, 15, 17, 18, 20,
21, 26, 27, 29, 30, 32, 39, 41, 42, 43, 44, 45, 46,
48, 49
HM: 04, 05, 06

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Tropius
Medium Grass/Flying Type | Level 8 | SR 11

Armor Class: 15
Hit Points: 82
Hit Dice: d10
Speed: 25ft. walking, 35ft. flying

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 20 (+5) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Nature, Athletics


Saving Throws: Strength, Constitution
Vulnerabilities: Fire, Flying, Ice, Poison, Rock
Resistances: Fighting, Grass, Water
Immunities: Ground

Chlorophyll: Damage rolls for this Pokemon get an


additional +2 during strong sunlight.
Solar Power: Damage rolls for this Pokémon get an
additional +2 during strong sunlight.
Harvest: At the end of this Pokémon's turn, if it used
a berry, roll 1d4. On a result of 3 or 4, it regains that
berry as a held item.

Moves Chimecho
Starting Moves: Growth, Gust, Leer, Razor Leaf, Sweet Tiny Psychic Type | Level 8 | SR 11
Scent, Stomp, Magical Leaf, Whirlwind
Level 14: Body Slam Armor Class: 16
Hit Points: 67
Level 18: Synthesis, Solar Beam
Hit Dice: d8
Learnable Moves: Speed: 30ft. flying
TM: 05, 06, 09, 10, 11, 15, 17, 18, 19, 20, 21, 22,
26, 27, 32, 40, 42, 43, 44, 45, 47 STR DEX CON INT WIS CHA
HM: 01, 02, 04, 05, 06 13 (+1) 17 (+3) 16 (+3) 8 (-1) 16 (+3) 10 (+0)

Proficient Skills: Performance


Saving Throws: Dexterity , Wisdom
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Astonish, Confusion, Growl, Wrap,
Yawn, Psywave, Take Down, Extrasensory
Level 10: Heal Bell, Uproar
Level 14: Safeguard
Level 18: Double-Edge
Learnable Moves:
TM: 04, 06, 10, 11, 12, 16, 17, 18, 20, 21, 27, 29,
30, 32, 33, 34, 41, 42, 43, 44, 45, 48, 49
HM: 05

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Absol
Medium Dark Type | Level 10 | SR 12

Armor Class: 15
Hit Points: 75
Hit Dice: d10
Speed: 35ft. walking

STR DEX CON INT WIS CHA


15 (+2) 20 (+5) 15 (+2) 8 (-1) 16 (+3) 10 (+0)

Proficient Skills: Insight, Survival


Saving Throws: Dexterity
Vulnerabilities: Bug, Fairy, Fighting
Resistances: Dark, Ghost
Immunities: Psychic

Pressure: Any move targeting this Pokémon directly


costs an additional 1 PP.
Super Luck: This Pokémon scores a critical hit on 19s
and 20s.
Justified: When this Pokémon is hit by a dark-type
move, it gets advantage on its next attack.

Moves
Starting Moves: Leer, Quick Attack, Scratch, Pursuit,
Taunt, Bite, Double Team, Slash, Swords Dance
Level 14: Detect
Level 18: Razor Wind, Future Sight, Perish Song Wynaut
Learnable Moves: Small Psychic Type | Level 1 | SR 1/4

TM: 03, 04, 06, 07, 10, 11, 12, 13, 14, 15, 17, 18,
Armor Class: 12
21, 23, 24, 25, 27, 30, 32, 34, 35, 37, 38, 40, 41,
Hit Points: 18
42, 43, 44, 45, 46, 49
Hit Dice: d6
HM: 01, 04, 05, 06 Speed: 25ft. walking

STR DEX CON INT WIS CHA


10 (+0) 8 (-1) 14 (+2) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: None


Saving Throws: None
Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
Immunities: None

Evolution: Wynaut can evolve into Wobbuffet at level


6 and above. When it evolves, its health increases by
double its level, and it gains 8 points to add to its
ability scores (max 20).

Moves
Starting Moves: Charm, Encore, Splash
Level 6: Counter, Destiny Bond, Mirror Coat,
Safeguard
Learnable Moves: None

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Snorunt
Small Ice Type | Level 1 | SR 1/4

Armor Class: 13
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Constitution
Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Ice
Immunities: None

Inner Focus: This Pokemon is immune to flinching


Ice Body: In hailey weather, this Pokémon heals for
1d6 hit points at the end of each of its turns.
Moody: At the end of each long rest, this Pokémon
rerolls on the nature table, replacing its nature with
the result until the next long rest. Glalie
Large Ice Type | Level 10 | SR 11
Evolution: Snorunt can evolve into Glalie at level 14
and above. When it evolves, its health increases by
double its level, and it gains 13 points to add to its Armor Class: 16
ability scores (max 20). Hit Points: 77
Hit Dice: d8
Speed: 30ft. walking
Moves
Starting Moves: Leer, Powder Snow
STR DEX CON INT WIS CHA
Level 2: Double Team 16 (+3) 16 (+3) 16 (+3) 6 (-2) 14 (+2) 10 (+0)
Level 6: Icy Wind, Bite
Level 10: Headbutt, Protect Proficient Skills: Survival
Saving Throws: Constitution
Level 14: Crunch Vulnerabilities: Fighting, Fire, Rock, Steel
Level 18: Blizzard, Hail Resistances: Ice
Immunities: None
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 16, 17, 18, 21, 27, 30, Inner Focus: This Pokemon is immune to flinching
32, 42, 43, 44, 45
Ice Body: In hailey weather, this Pokémon heals for
HM: 05 1d6 hit points at the end of each of its turns.
Moody: At the end of each long rest, this Pokémon
rerolls on the nature table, replacing its nature with
the result until the next long rest.

Moves
Starting Moves: Double Team, Leer, Powder Snow, Icy
Wind, Bite, Headbutt, Protect
Level 14: Crunch
Level 18: Blizzard, Hail, Sheer Cold
Learnable Moves:
TM: 03, 06, 07, 10, 12, 13, 14, 15, 16, 17, 18, 21,
26, 27, 30, 32, 41, 42, 43, 44, 45
HM: 05

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Spheal
Medium Ice/Water Type | Level 1 | SR 1/4

Armor Class: 12
Hit Points: 18
Hit Dice: d6
Speed: 10ft. walking, 30ft. swimming

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Survival


Saving Throws: Strength
Vulnerabilities: Electric, Fighting, Grass, Rock
Resistances: Ice, Water
Immunities: None
Sealeo
Thick Fat: This Pokémon takes quarter damage from Medium Ice/Water Type | Level 8 | SR 9
Fire and Ice type moves.
Ice Body: In hailey weather, this Pokémon heals for Armor Class: 14
1d6 hit points at the end of each of its turns. Hit Points: 72
Hit Dice: d8
Oblivious: This Pokémon is immune to moves that Speed: 15ft. walking, 30ft. swimming
attempt to charm or taunt it.
Evolution: Spheal can evolve into Sealeo at level 9
and above. When it evolves, its health increases by STR DEX CON INT WIS CHA
double its level, and it gains 9 points to add to its 15 (+2) 14 (+2) 17 (+3) 6 (-2) 12 (+1) 10 (+0)
ability scores (max 20).
Proficient Skills: Survival
Moves Saving Throws: Strength
Vulnerabilities: Electric, Fighting, Grass, Rock
Starting Moves: Defense Curl, Growl, Powder Snow, Resistances: Ice, Water
Water Gun Immunities: None
Level 2: Rollout, Encore
Thick Fat: This Pokémon takes quarter damage from
Level 6: Ice Ball, Aurora Beam Fire and Ice type moves.
Level 10: Body Slam, Rest, Snore
Ice Body: In hailey weather, this Pokémon heals for
Level 14: Hail, Blizzard 1d6 hit points at the end of each of its turns.
Level 18: Sheer Cold Oblivious: This Pokémon is immune to moves that
Learnable Moves: attempt to charm or taunt it.

TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 23, 26, 27, Evolution: Sealeo can evolve into Walrein at level 16
32, 39, 42, 43, 44, 45 and above. When it evolves, its health increases by
double its level, and it gains 9 points to add to its
HM: 03, 04, 06, 07, 08 ability scores (max 20).

Moves
Starting Moves: Defense Curl, Growl, Powder Snow,
Swagger, Water Gun, Rollout, Encore, Ice Ball, Aurora
Beam
Level 10: Body Slam, Rest, Snore
Level 14: Hail
Level 18: Blizzard, Sheer Cold
Learnable Moves:
TM: 03, 05, 06, 07, 10, 13, 14, 17, 18, 21, 23, 26,
27, 32, 39, 42, 43, 44, 45
HM: 03, 04, 06, 07, 08

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Walrein
Medium Ice/Water Type | Level 12 | SR 14

Armor Class: 16
Hit Points: 126
Hit Dice: d12
Speed: 15ft. walking, 40ft. swimming

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 20 (+5) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Survival, Athletics


Saving Throws: Strength , Constitution
Vulnerabilities: Electric, Fighting, Grass, Rock
Resistances: Ice, Water
Immunities: None

Thick Fat: This Pokémon takes quarter damage from


Fire and Ice type moves.
Ice Body: In hailey weather, this Pokémon heals for
1d6 hit points at the end of each of its turns. Clamperl
Oblivious: This Pokémon is immune to moves that Medium Water Type | Level 1 | SR 1
attempt to charm or taunt it.
Armor Class: 14
Moves Hit Points: 18
Hit Dice: d6
Starting Moves: Crunch, Defense Curl, Growl, Powder Speed: 5ft. walking, 15ft. swimming
Snow, Swagger, Water Gun, Encore, Rollout, Ice Ball,
Aurora Beam, Body Slam, Rest, Snore
STR DEX CON INT WIS CHA
Level 14: Hail
13 (+1) 10 (+0) 15 (+2) 6 (-2) 10 (+0) 10 (+0)
Level 18: Sheer Cold
Learnable Moves: Proficient Skills: Nature
TM: 03, 05, 06, 07, 10, 13, 14, 15, 17, 18, 21, 23, Saving Throws: Constitution
26, 27, 32, 39, 42, 43, 44, 45 Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
HM: 03, 04, 06, 07, 08 Immunities: None

Shell Armor: This Pokémon is immune to extra


damage dealt by a Critical Hit.
Rattled: When this Pokémon is hit by a damaging
Dark, Bug, or Ghost move, it makes its next attack at
advantage.
Evolution: Clamperl can evolve into Huntail at level 8
and above while holding a Deep Sea Tooth, or
Gorebyss at level 8 and above while holding a Deep
Sea Scale. When it evolves, its health increases by
double its level, and it gains 10 points to add to its
ability scores (max 20).

Moves
Starting Moves: Clamp, Iron Defense, Water Gun,
Whirlpool
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 17, 18, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08

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Huntail
Medium Water Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 50
Hit Dice: d8
Speed: 35ft. swimming

STR DEX CON INT WIS CHA


17 (+3) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Survival, Deception


Saving Throws: Strength , Dexterity
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Swift Swim: This Pokémon's swim speed is doubled


in rainy conditions.
Water Veil: This Pokémon is immune to burning.

Moves Gorebyss
Starting Moves: Bite, Whirlpool, Screech, Scary Face, Medium Water Type | Level 5 | SR 8
Feint Attack
Armor Class: 16
Level 6: Water Pulse
Hit Points: 50
Level 10: Dive, Baton Pass Hit Dice: d8
Speed: 35ft. swimming
Level 14: Crunch
Level 18: Hydro Pump
STR DEX CON INT WIS CHA
Learnable Moves:
16 (+3) 15 (+2) 15 (+2) 6 (-2) 12 (+1) 10 (+0)
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 32,
39, 42, 43, 44, 45, 49
Proficient Skills: Survival, Persuasion
HM: 03, 07, 08 Saving Throws: Wisdom , Charisma
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Swift Swim: This Pokémon's swim speed is doubled


in rainy conditions.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.

Moves
Starting Moves: Confusion, Whirlpool, Water Sport,
Agility
Level 6: Water Pulse, Amnesia
Level 10: Dive, Baton Pass
Level 14: Psychic
Level 18: Hydro Pump
Learnable Moves:
TM: 03, 06, 07, 10, 13, 14, 15, 17, 18, 21, 27, 29,
30, 32, 42, 43, 44, 45
HM: 03, 07, 08

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Relicanth
Small Water/Rock Type | Level 5 | SR 8

Armor Class: 16
Hit Points: 42
Hit Dice: d10
Speed: 20ft. walking

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 18 (+4) 6 (-2) 8 (-1) 10 (+0)

Proficient Skills: Survival, History


Saving Throws: Constitution
Vulnerabilities: Electric, Fighting, Grass, Ground
Resistances: Fire, Flying, Ice, Normal, Poison
Immunities: None

Swift Swim: This Pokémon's swim speed is doubled


in rainy conditions.
Rock Head: This Pokémon takes no recoil damage.
Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead. Luvdisc
Small Water Type | Level 5 | SR 5
Moves
Starting Moves: Flail, Harden, Mud Sport, Tackle, Armor Class: 14
Water Gun Hit Points: 38
Hit Dice: d8
Level 6: Rock Tomb, Ancient Power Speed: 35ft. walking
Level 10: Dive, Take Down
Level 14: Yawn, Rest STR DEX CON INT WIS CHA
Level 18: Hydro Pump, Double-Edge 12 (+1) 16 (+3) 12 (+1) 6 (-2) 14 (+2) 10 (+0)
Learnable Moves:
Proficient Skills: Acrobatics, Persuasion
TM: 03, 04, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, Saving Throws: Dexterity
26, 27, 32, 37, 39, 42, 43, 44, 45 Vulnerabilities: Electric, Grass
HM: 03, 06, 07, 08 Resistances: Fire, Ice, Steel, Water
Immunities: None

Swift Swim: This Pokémon's swim speed is doubled


in rainy conditions.
Hydration: This Pokémon is unaffected by negative
status ailments in water or during rainy conditions.

Moves
Starting Moves: Charm, Tackle, Water Gun, Agility
Level 6: Water Pulse, Attract
Level 10: Flail, Sweet Kiss
Level 14: Take Down
Level 18: Hydro Pump, Safeguard
Learnable Moves:
TM: 03, 06, 10, 13, 14, 17, 18, 20, 21, 27, 32, 42,
43, 44, 45
HM: 03, 07, 08

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Bagon
Medium Dragon Type | Level 1 | SR 1

Armor Class: 12
Hit Points: 17
Hit Dice: d6
Speed: 25ft. walking

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Athletics


Saving Throws: Strength
Vulnerabilities: Dragon, Fairy, Ice
Resistances: Electric, Fire, Grass, Water
Immunities: None

Rock Head: This Pokémon takes no recoil damage.


Sheer Force: This Pokémon deals an additional 1d6
damage while poisoned, burned, confused, or
Shelgon
Medium Dragon Type | Level 5 | SR 7
paralyzed.
Evolution: Bagon can evolve into Shelgon at level 8 Armor Class: 15
and above. When it evolves, its health increases by Hit Points: 45
double its level, and it gains 9 points to add to its Hit Dice: d8
ability scores (max 20). Speed: 25ft. walking

Moves
STR DEX CON INT WIS CHA
Starting Moves: Rage, Ember
16 (+3) 12 (+1) 16 (+3) 6 (-2) 12 (+1) 10 (+0)
Level 2: Leer, Bite, Dragon Breath
Level 6: Headbutt, Focus Energy Proficient Skills: Athletics, Survival
Saving Throws: Constitution
Level 10: Crunch, Dragon Claw Vulnerabilities: Dragon, Fairy, Ice
Level 14: Scary Face Resistances: Electric, Fire, Grass, Water
Immunities: None
Level 18: Flamethrower, Double-Edge
Learnable Moves: Rock Head: This Pokémon takes no recoil damage.
TM: 02, 05, 06, 10, 11, 17, 18, 21, 27, 31, 32, 35, Overcoat: This Pokémon does not take damage from
38, 39, 40, 42, 43, 44, 45 weather-related moves like Hail, Weather Ball, etc.
HM: 01, 04, 06 Evolution: Shelgon can evolve into Salamence at level
16 and above. When it evolves, its health increases
by double its level, and it gains 12 points to add to
its ability scores (max 20).

Moves
Starting Moves: Bite, Ember, Leer, Protect, Rage,
Dragon Breath
Level 6: Headbutt, Focus Energy
Level 10: Crunch, Dragon Claw
Level 14: Scary Face
Level 18: Flamethrower, Double-Edge
Learnable Moves:
TM: 02, 05, 06, 10, 11, 17, 18, 21, 27, 31, 32, 35,
38, 39, 40, 42, 43, 44, 45
HM: 01, 04, 06

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Salamence
Medium Dragon/Flying Type | Level 12 | SR 14

Armor Class: 16
Hit Points: 121
Hit Dice: d12
Speed: 30ft. walking, 50ft. flying

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 16 (+3) 8 (-1) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Acrobatics


Saving Throws: Strength , Constitution
Vulnerabilities: Dragon, Fairy, Ice, Rock
Resistances: Bug, Fire, Fighting, Grass, Water
Immunities: None

Intimidate: Once per short rest, you can impose


disadvantage on an enemy attack roll of your choice.
Moxie: Upon causing an opponent to faint, this
Pokémon may immediately take another action.

Moves
Starting Moves: Bite, Ember, Fly, Leer, Protect, Rage,
Dragon Breath, Headbutt, Focus Energy, Crunch,
Dragon Claw
Level 18: Scary Face, Flamethrower, Double-Edge
Learnable Moves: Beldum
TM: 02, 05, 06, 10, 11, 15, 17, 18, 21, 23, 26, 27, Medium Steel/Psychic Type | Level 1 | SR 1
31, 32, 35, 38, 39, 40, 42, 43, 44, 45, 47
HM: 01, 02, 04, 06 Armor Class: 14
Hit Points: 18
Hit Dice: d6
Speed: 25ft. flying

STR DEX CON INT WIS CHA


15 (+2) 10 (+0) 14 (+2) 6 (-2) 10 (+0) 10 (+0)

Proficient Skills: Insight


Saving Throws: Constitution
Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,
Psychic, Rock, Steel
Immunities: Poison

Clear Body: Other Pokémon's moves or abilities


cannot lower this Pokémon stats.
Evolution: Beldum can evolve into Metang at level 6
and above. When it evolves, its health increases by
double its level, and it gains 7 points to add to its
ability scores (max 20).

Moves
Starting Moves: Take Down
Learnable Moves: None

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Metang
Medium Steel/Psychic Type | Level 5 | SR 7

Armor Class: 16
Hit Points: 50
Hit Dice: d10
Speed: 25ft. walking, 25ft. flying

STR DEX CON INT WIS CHA


17 (+3) 12 (+1) 15 (+2) 6 (-2) 12 (+1) 10 (+0)

Proficient Skills: Insight, Athletics


Saving Throws: Strength , Constitution
Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,
Psychic, Rock, Steel
Immunities: Poison

Clear Body: Other Pokémon's moves or abilities


cannot lower this Pokémon stats.
Evolution: Metang can evolve into Metagross at level
15 and above. When it evolves, its health increases
by double its level, and it gains 9 points to add to its
ability scores (max 20).

Moves Metagross
Starting Moves: Confusion, Metal Claw, Take Down Large Steel/Psychic Type | Level 12 | SR 14
Level 10: Pursuit
Armor Class: 18
Level 14: Scary Face, Psychic, Agility
Hit Points: 126
Level 18: Meteor Mash, Iron Defense, Hyper Beam Hit Dice: d12
Speed: 30ft. walking, 30ft. flying
Learnable Moves:
TM: 06, 10, 11, 15, 16, 17, 18, 21, 26, 27, 29, 30,
31, 32, 33, 36, 37, 39, 40, 42, 43, 44 STR DEX CON INT WIS CHA
HM: 01, 04, 05, 06 20 (+5) 15 (+2) 18 (+4) 6 (-2) 14 (+2) 10 (+0)

Proficient Skills: Insight, Athletics


Saving Throws: Strength , Constitution
Vulnerabilities: Dark, Fire, Ghost, Ground
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal,
Psychic, Rock, Steel
Immunities: Poison

Clear Body: Other Pokémon's moves or abilities


cannot lower this Pokémon stats.

Moves
Starting Moves: Confusion, Metal Claw, Take Down,
Pursuit
Level 14: Scary Face, Psychic, Agility
Level 18: Meteor Mash, Iron Defense, Hyper Beam
Learnable Moves:
TM: 06, 10, 11, 15, 16, 17, 18, 21, 26, 27, 29, 30,
31, 32, 33, 36, 37, 39, 40, 42, 43, 44
HM: 01, 04, 05, 06

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Regirock
Large Rock Type | Level 15 | SR 14

Armor Class: 20
Hit Points: 184
Hit Dice: d12
Speed: 35ft. walking

STR DEX CON INT WIS CHA


20 (+5) 18 (+4) 20 (+5) 8 (-1) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Survival


Saving Throws: Strength , Constitution
Vulnerabilities: Fighting, Grass, Ground, Steel, Water
Resistances: Fire, Flying, Normal, Poison
Immunities: None

Clear Body: Other Pokémon's moves or abilities


cannot lower this Pokémon stats.
Sturdy: This Pokémon cannot be KO’d from full
health. If a move takes this Pokémon from full HP to
0, it lowers it to 1HP instead.

Moves
Starting Moves: Explosion, Rock Throw, Stomp,
Curse, Ancient Power, Iron Defense, Stone Edge,
Lock-On
Regice
Medium Ice Type | Level 15 | SR 14
Level 18: Zap Cannon, Superpower, Hyper Beam
Armor Class: 20
Learnable Moves:
Hit Points: 178
TM: 01, 06, 10, 11, 15, 17, 20, 21, 24, 25, 26, 27, Hit Dice: d12
28, 31, 32, 34, 37, 39, 42, 43, 44 Speed: 35ft. walking
HM: 04, 06
STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 8 (-1) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Survival


Saving Throws: Strength , Constitution
Vulnerabilities: Fighting, Fire, Rock, Steel
Resistances: Ice
Immunities: None

Clear Body: Other Pokémon's moves or abilities


cannot lower this Pokémon stats.
Ice Body: In hailey weather, this Pokémon heals for
1d6 hit points at the end of each of its turns.

Moves
Starting Moves: Explosion, Icy Wind, Stomp, Curse,
Ancient Power, Amnesia, Ice Beam, Lock-On
Level 18: Zap Cannon, Superpower, Hyper Beam
Learnable Moves:
TM: 01, 06, 07, 10, 13, 14, 15, 17, 18, 20, 21, 24,
25, 26, 27, 31, 34, 42, 43, 44
HM: 04, 06

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Registeel
Medium Steel Type | Level 15 | SR 14

Armor Class: 20
Hit Points: 184
Hit Dice: d12
Speed: 35ft. walking

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 20 (+5) 8 (-1) 14 (+2) 10 (+0)

Proficient Skills: Athletics, Survival


Saving Throws: Strength , Constitution
Vulnerabilities: Fighting, Fire, Ground
Resistances: Bug, Dragon, Fairy, Flying, Grass, Ice,
Normal, Psychic, Rock, Steel
Immunities: Poison

Clear Body: Other Pokémon's moves or abilities


cannot lower this Pokémon stats.
Battle Armor: This Pokémon is immune to extra
damage dealt by a Critical Hit.

Moves
Starting Moves: Explosion, Metal Claw, Stomp, Curse,
Ancient Power, Amnesia, Iron Defense, Lock-On
Latias
Level 18: Zap Cannon, Superpower, Hyper Beam Medium Dragon/Psychic Type | Level 15 | SR 15
Learnable Moves:
Armor Class: 20
TM: 01, 06, 10, 11, 15, 17, 18, 20, 21, 24, 25, 26,
Hit Points: 228
27, 31, 32, 34, 37, 39, 40, 42, 43, 44
Hit Dice: d12
HM: 04, 06 Speed: 20ft. walking, 50ft. flying

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 20 (+5) 10 (+0) 18 (+4) 14 (+2)

Proficient Skills: Acrobatics, Stealth


Saving Throws: Dexterity , Wisdom
Vulnerabilities: Bug, Dark, Dragon, Fairy, Ghost, Ice
Resistances: Electric, Fighting, Fire, Grass, Psychic,
Water
Immunities: Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Helping Hand, Psywave, Safeguard,
Wish, Water Sport, Charm, Refresh, Dragon Breath,
Mist Ball, Recover
Level 18: Psychic
Learnable Moves:
TM: 02, 03, 04, 05, 06, 10, 11, 13, 15, 16, 17, 18,
20, 21, 22, 24, 25, 26, 27, 29, 30, 32, 33, 34, 37,
40, 42, 43, 44, 45, 47
HM: 01, 02, 03, 05, 07, 08

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Latios
Medium Dragon/Psychic Type | Level 15 | SR 15

Armor Class: 17
Hit Points: 218
Hit Dice: d12
Speed: 20ft. walking, 50ft. flying

STR DEX CON INT WIS CHA


18 (+4) 20 (+5) 18 (+4) 10 (+0) 18 (+4) 14 (+2)

Proficient Skills: Acrobatics, Athletics


Saving Throws: Dexterity , Wisdom
Vulnerabilities: Bug, Dark, Dragon, Fairy, Ghost, Ice
Resistances: Electric, Fighting, Fire, Grass, Psychic,
Water
Immunities: Ground

Levitate: This Pokemon is immune to ground moves

Moves
Starting Moves: Helping Hand, Memento, Psywave,
Safeguard, Protect, Dragon Dance, Refresh, Dragon
Breath, Luster Purge, Recover
Level 18: Psychic
Kyogre
Huge Water Type | Level 15 | SR 15
Learnable Moves:
TM: 02, 03, 04, 05, 06, 10, 11, 13, 15, 16, 17, 18, Armor Class: 19
20, 21, 22, 24, 25, 26, 27, 29, 30, 32, 33, 34, 37, Hit Points: 218
40, 42, 43, 44, 45, 47, 49 Hit Dice: d12
Speed: 50ft. swimming, 50ft. flying
HM: 01, 02, 03, 07, 08

STR DEX CON INT WIS CHA


24 (+7) 18 (+4) 20 (+5) 10 (+0) 18 (+4) 16 (+3)

Proficient Skills: Athletics, Survival, History


Saving Throws: Strength , Constitution
Vulnerabilities: Electric, Grass
Resistances: Fire, Ice, Steel, Water
Immunities: None

Drizzle: A constant light rain forms on the battlefield


when the Pokémon enters into combat. In the case
of another Pokémon with a similar weather ability,
the tie goes to the Pokémon with the highest DEX
score.

Moves
Starting Moves: Ancient Power, Water Pulse, Scary
Face, Body Slam, Ice Beam, Calm Mind, Muddy
Water, Sheer Cold
Level 18: Hydro Pump, Double-Edge, Water Spout
Learnable Moves:
TM: 03, 04, 05, 06, 07, 10, 13, 14, 15, 17, 18, 20,
21, 24, 25, 26, 27, 31, 32, 34, 39, 42, 43, 44
HM: 03, 04, 06, 07, 08

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Groudon
Huge Ground Type | Level 15 | SR 15

Armor Class: 18
Hit Points: 218
Hit Dice: d12
Speed: 35ft. walking

STR DEX CON INT WIS CHA


24 (+7) 22 (+6) 20 (+5) 10 (+0) 18 (+4) 12 (+1)

Proficient Skills: Athletics, Survival, History


Saving Throws: Strength , Constitution
Vulnerabilities: Grass, Ice, Water
Resistances: Poison, Rock
Immunities: Electric

Drought: When this Pokémon enters an outside


battle, the weather immediately changes to bright
sunlight. In the case of another Pokémon with a
similar weather ability, the tie goes to the Pokémon
with the highest DEX score.

Moves
Starting Moves: Ancient Power, Mud Shot, Scary Face,
Rest, Earthquake
Level 14: Bulk Up, Solar Beam, Fissure
Rayquaza
Huge Dragon/Flying Type | Level 15 | SR 15
Level 18: Fire Blast, Eruption
Learnable Moves: Armor Class: 17
Hit Points: 234
TM: 02, 05, 06, 08, 10, 11, 15, 17, 20, 21, 22, 23,
Hit Dice: d12
24, 25, 26, 27, 28, 31, 32, 34, 35, 37, 38, 39, 40,
Speed: 40ft. walking, 50ft. flying
42, 43, 44, 50
HM: 01, 04, 06
STR DEX CON INT WIS CHA
22 (+6) 24 (+7) 20 (+5) 12 (+1) 16 (+3) 12 (+1)

Proficient Skills: Athletics, Survival, History


Saving Throws: Dexterity , Constitution
Vulnerabilities: Dragon, Fairy, Ice, Rock
Resistances: Bug, Fire, Fighting, Grass, Water
Immunities: None

Air Lock: While this Pokémon enters battle, weather-


related abilities have no effect on the Pokémon that
have them.

Moves
Starting Moves: Twister, Scary Face, Ancient Power,
Crunch, Rest, Extreme Speed, Dragon Dance, Fly
Level 18: Hyper Voice, Outrage, Hyper Beam
Learnable Moves:
TM: 02, 03, 05, 06, 008, 10, 11, 13, 14, 15, 17, 18,
21, 22, 23, 24, 25, 26, 27, 31, 32, 34, 35, 37, 38,
40, 42, 43, 44, 50
HM: 02, 03, 04, 06, 07, 08

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Jirachi
Tiny Steel/Psychic Type | Level 15 | SR 15

Armor Class: 18
Hit Points: 218
Hit Dice: d12
Speed: 15ft. walking, 40ft. flying

STR DEX CON INT WIS CHA


18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4) 18 (+4)

Proficient Skills: Insight, Arcana, Persuasion


Saving Throws: Wisdom , Dexterity , Charisma
Vulnerabilities: Dark, Fire, Ghost, Ground
Deoxys
Resistances: Dragon, Fairy, Flying, Grass, Ice, Normal, Medium Psychic Type | Level 15 | SR 15
Psychic, Rock, Steel
Immunities: Poison Armor Class: 15
Hit Points: 170
Serene Grace: The DC to avoid a negative status Hit Dice: d12
effect from this Pokémon is increased by 1. Speed: 40ft. walking, 25ft. flying

Moves STR DEX CON INT WIS CHA


Starting Moves: Confusion, Wish, Rest, Swift, Helping 15 (+2) 15 (+2) 16 (+3) 20 (+5) 20 (+5) 12 (+1)
Hand, Psychic, Refresh, Double-Edge
Proficient Skills: Athletics, Acrobatics
Level 18: Future Sight, Cosmic Power, Doom Desire Saving Throws: Strength , Dexterity , Constitution
Learnable Moves: Vulnerabilities: Bug, Dark, Ghost
Resistances: Fighting, Psychic
TM: 03, 04, 06, 10, 11, 15, 16, 17, 18, 20, 21, 24, Immunities: None
25, 27, 29, 30, 32, 33, 34, 37, 40, 42, 43, 44, 48
HM: 05 Pressure: Any move targeting this Pokémon directly
costs an additional 1 PP.
Transformer: This Pokémon has a standard Normal
form from which all stats are based, but may change
forms as a bonus action to drastically change its
abilities. The forms it can take are Attack, Defense,
and Speed.
In Attack form, it adds an additional +5 to its
attack rolls, but all attacks against it has advantage.
In Defense form, its AC increases by 3, but its
attacks are rolled at disadvantage. If the activated
move requires a save, the target(s) have advantage.
In Speed form, it gains an additional attack action
each turn, but the attack is done at disadvantage. If
it is a move that requires a save, the target(s) have
advantage.

Moves
Starting Moves: Leer, Wrap, Night Shade, Teleport,
Knock Off, Pursuit, Psychic, Snatch
Level 18: Cosmic Power, Recover, Psycho Boost,
Hyper Beam
Learnable Moves:
TM: 01, 03, 04, 06, 10, 11, 12, 13, 15, 16, 17, 18,
20, 21, 22, 24, 25, 27, 29, 30, 31, 32, 33, 34, 39,
40, 41, 42, 43, 44, 48, 49
HM: 01, 04, 05, 06

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12. Appendix
Pokémon Experience Rewarded By Level & SR
Level :: SR 1/8 1/4 1/2 1 2 3 4 5 6
1 20 40 80 160 360 560 880 1,440 1,840
2 40 80 160 360 560 880 1,440 1,840 2,320
3 80 160 360 560 880 1,440 1,840 2,320 3,120
4 160 360 560 880 1,440 1,840 2,320 3,120 4,000
5 360 560 880 1,440 1,840 2,320 3,120 4,000 4,720
6 560 880 1,440 1,840 2,320 3,120 4,000 4,720 5,760
7 880 1,440 1,840 2,320 3,120 4,000 4,720 5,760 6,720
8 1,440 1,840 2,320 3,120 4,000 4,720 5,760 6,720 8,000
9 1,840 2,320 3,120 4,000 4,720 5,760 6,720 8,000 9,200
10 2,320 3,120 4,000 4,720 5,760 6,720 8,000 9,200 10,400
11 3,120 4,000 4,720 5,760 6,720 8,000 9,200 10,400 11,200
12 4,000 4,720 5,760 6,720 8,000 9,200 10,400 11,200 11,800
13 4,720 5,760 6,720 8,000 9,200 10,400 11,200 11,800 12,400
14 5,760 6,720 8,000 9,200 10,400 11,200 11,800 12,400 13,200
15 6,720 8,000 9,200 10,400 11,200 11,800 12,400 13,200 14,400
16 8,000 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600
17 9,200 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800
18 10,400 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
19 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000
20 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000 21,600

Level :: SR 7 8 9 10 11 12 13 14 15
1 2,320
2 3,120
3 4,000
4 4,720
5 5,760 6,720 8,000 9,200 10,400
6 6,720 8,000 9,200 10,400 11,200
7 8,000 9,200 10,400 11,200 11,800
8 9,200 10,400 11,200 11,800 12,400
9 10,400 11,200 11,800 12,400 13,200
10 11,200 11,800 12,400 13,200 14,400 15,600 16,800 18,400
11 11,800 12,400 13,200 14,400 15,600 16,800 18,400 20,000
12 12,400 13,200 14,400 15,600 16,800 18,400 20,000 21,600
13 13,200 14,400 15,600 16,800 18,400 20,000 21,600 23,600
14 14,400 15,600 16,800 18,400 20,000 21,600 23,600 25,600
15 15,600 16,800 18,400 20,000 21,600 23,600 25,600 28,000 30,400
16 16,800 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800
17 18,400 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000
18 20,000 21,600 23,600 25,600 28,000 30,400 32,800 36,000 40,000
19 21,600 23,600 25,600 28,000 30,400 32,800 36,000 40,000 45,000
20 23,600 25,600 28,000 30,400 32,800 36,000 40,000 45,000 50,000

259
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Pokémon List by Base Species Rating


SR 1/8 SR 7
Azurill, Caterpie, Cleffa, Igglybuff, Pichu, Sentret, Slugma, Breloom, Chansey, Donphan, Dustox, Electrode, Golbat,
Weedle, Whismur, Wurmple Hariyama, Hitmonchan, Hitmonlee, Hitmontop, Illumise,
Lickitung, Linoone, Marowak, Masquerain, Mawile, Metang,
SR 1/4 Minun, Misdreavus, Ninetales, Parasect, Pelipper, Persian,
Barboach, Bellsprout, Cacnea, Carvanha, Chinchou, Pupitar, Raichu, Sableye, Sandslash, Shelgon, Sudowoodo,
Corphish, Doduo, Dratini, Electrike, Feebas, Goldeen, Sunflora, Vibrava, Volbeat, Xatu
Hoothoot, Hoppip, Krabby, Ledyba, Lotad, Magikarp, Mareep,
Nidoran ♀, Nidoran ♂, Nincada, Numel, Oddish, Paras, SR 8
Pidgey, Poliwag, Poochyena, Ralts, Rattata, Remoraid, Seedot, Cacturne, Clefable, Cloyster, Dugtrio, Exeggutor, Flareon,
Skitty, Slakoth, Snorunt, Snubbull, Spearow, Spheal, Gorebyss, Houndoom, Huntail, Hypno, Jolteon, Jynx, Kingler,
Spinarak, Sunkern, Surskit, Swinub, Taillow, Trapinch, Lairon, Ledian, Lunatone, Magneton, Mr. Mime, Muk,
Tyrogue, Vulpix, Wingull, Wooper, Wynaut, Zigzagoon, Zubat Piloswine, Relicanth, Scyther, Seadra, Solrock, Tentacruel,
Togetic, Torkoal, Vaporeon, Venomoth
SR 1/2
Abra, Aron, Bulbasaur, Charmander, Chikorita, Cubone, SR 9
Cyndaquil, Diglett, Drowzee, Eevee, Ekans, Exeggcute, Gastly, Arcanine, Banette, Camerupt, Dodrio, Electabuzz, Espeon,
Geodude, Grimer, Growlithe, Gulpin, Horsea, Houndour, Heracross, Magmar, Manectric, Pinsir, Seaking, Sealeo,
Koffing, Machop, Magnemite, Mankey, Marill, Meditite, Shiftry, Starmie, Umbreon, Wailord
Meowth, Mudkip, Natu, Phanpy, Pikachu, Ponyta, Psyduck,
Sandshrew, Seel, Shellder, Shroomish, Slowpoke, Spoink, SR 10
Squirtle, Staryu, Swablu, Teddiursa, Torchic, Totodile, Armaldo, Dewgong, Golduck, Gyarados, Kangaskhan, Lapras,
Treecko, Venonat, Voltorb Ludicolo, Magcargo, Mantine, Medicham, Milotic, Miltank,
Onix, Pidgeot, Sharpedo, Skarmory, Swalot, Tauros, Weezing
SR 1
Bagon, Baltoy, Beldum, Cascoon, Clamperl, Clefairy, Delibird, SR 11
Duskull, Jigglypuff, Kakuna, Larvitar, Makuhita, Metapod, Chimecho, Claydol, Cradily, Exploud, Glalie, Grumpig,
Pineco, Shedinja, Shuppet, Silcoon, Smeargle, Togepi, Kabutops, Omastar, Rapidash, Rhydon, Shuckle, Slowbro,
Unown Slowking, Tropius
SR 2 SR 12
Anorith, Dunsparce, Elekid, Kabuto, Lileep, Magby, Murkrow, Absol, Alakazam, Altaria, Ampharos, Dusclops, Forretress,
Omanyte, Smoochum, Spinda, Tentacool Gengar, Kingdra, Machamp, Nidoking, Politoed, Poliwrath,
Porygon2, Victreebel
SR 3
Aipom, Corsola, Ditto, Farfetch'd, Pidgeotto, Poliwhirl, SR 13
Rhyhorn, Wailmer Aerodactyl, Bellossom, Blastoise, Blaziken, Charizard, Crobat,
Feraligatr, Gardevoir, Golem, Jumpluff, Meganium,
SR 4 Nidoqueen, Sceptile, Slaking, Swampert, Typhlosion,
Flaaffy, Gligar, Lombre, Nidorina, Nidorino, Nosepass, Venusaur, Vileplume
Nuzleaf, Sneasel
SR 14
SR 5 Aggron, Articuno, Blissey, Dragonite, Entei, Flygon,
Ariados, Bayleef, Castform, Charmeleon, Combusken, Metagross, Moltres, Raikou, Regice, Regirock, Registeel,
Crawdaunt, Croconaw, Fearow, Furret, Gloom, Granbull, Salamence, Scizor, Snorlax, Steelix, Suicune, Tyranitar,
Grovyle, Haunter, Ivysaur, Kirlia, Loudred, Luvdisc, Machoke, Walrein, Zapdos
Marshtomp, Mightyena, Quilava, Qwilfish, Raticate, Roselia,
Seviper, Stantler, Tangela, Wartortle, Weepinbell, Yanma SR 15
Celebi, Deoxys, Groudon, Ho-oh, Jirachi, Kyogre, Latias,
SR 6 Latios, Lugia, Mew, Mewtwo, Rayquaza
Arbok, Azumarill, Beautifly, Beedrill, Butterfree, Delcatty,
Dragonair, Girafarig, Graveler, Kadabra, Kecleon, Lanturn,
Ninjask, Noctowl, Octillery, Plusle, Porygon, Primeape,
Quagsire, Skiploom, Swellow, Ursaring, Vigoroth, Whiscash,
Wigglytuff, Wobbuffet, Zangoose

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Alphabetical Index of Pokémon


Pokémon (Page #)
Abra (p.97) Charmeleon (p.68) Espeon (p.163) Horsea (p.123) Machoke (p.99)
Absol (p.245) Chikorita (p.141) Exeggcute (p.116) Houndoom (p.180) Machop (p.98)
Aerodactyl (p.136) Chimecho (p.244) Exeggutor (p.117) Houndour (p.179) Magby (p.185)
Aggron (p.218) Chinchou (p.150) Exploud (p.213) Huntail (p.249) Magcargo (p.175)
Aipom (p.160) Clamperl (p.248) Farfetch'd (p.107) Hypno (p.114) Magikarp (p.130)
Alakazam (p.98) Claydol (p.237) Fearow (p.76) Igglybuff (p.152) Magmar (p.128)
Altaria (p.232) Clefable (p.83) Feebas (p.240) Illumise (p.222) Magnemite (p.106)
Ampharos (p.156) Clefairy (p.83) Feraligatr (p.145) Ivysaur (p.66) Magneton (p.106)
Anorith (p.239) Cleffa (p.152) Flaaffy (p.155) Jigglypuff (p.85) Makuhita (p.213)
Arbok (p.77) Cloyster (p.111) Flareon (p.133) Jirachi (p.258) Manectric (p.220)
Arcanine (p.95) Combusken (p.193) Flygon (p.230) Jolteon (p.133) Mankey (p.93)
Ariados (p.149) Corphish (p.236) Forretress (p.168) Jumpluff (p.160) Mantine (p.178)
Armaldo (p.239) Corsola (p.176) Furret (p.146) Jynx (p.127) Mareep (p.155)
Aron (p.217) Cradily (p.238) Gardevoir (p.206) Kabuto (p.135) Marill (p.157)
Articuno (p.137) Crawdaunt (p.236) Gastly (p.111) Kabutops (p.136) Marowak (p.118)
Azumarill (p.157) Crobat (p.150) Gengar (p.112) Kadabra (p.97) Marshtomp (p.195)
Azurill (p.214) Croconaw (p.145) Geodude (p.102) Kakuna (p.72) Masquerain (p.207)
Bagon (p.251) Cubone (p.117) Girafarig (p.167) Kangaskhan (p.123) Mawile (p.217)
Baltoy (p.237) Cyndaquil (p.143) Glalie (p.246) Kecleon (p.241) Medicham (p.219)
Banette (p.242) Delcatty (p.216) Gligar (p.169) Kingdra (p.180) Meditite (p.219)
Barboach (p.235) Delibird (p.178) Gloom (p.87) Kingler (p.115) Meganium (p.142)
Bayleef (p.142) Deoxys (p.258) Golbat (p.86) Kirlia (p.206) Meowth (p.91)
Beautifly (p.199) Dewgong (p.109) Goldeen (p.124) Koffing (p.120) Metagross (p.253)
Beedrill (p.73) Diglett (p.90) Golduck (p.93) Krabby (p.114) Metang (p.253)
Beldum (p.252) Ditto (p.131) Golem (p.103) Kyogre (p.256) Metapod (p.71)
Bellossom (p.156) Dodrio (p.108) Gorebyss (p.249) Lairon (p.218) Mew (p.141)
Bellsprout (p.100) Doduo (p.107) Granbull (p.170) Lanturn (p.151) Mewtwo (p.140)
Blastoise (p.70) Donphan (p.181) Graveler (p.103) Lapras (p.131) Mightyena (p.196)
Blaziken (p.194) Dragonair (p.139) Grimer (p.109) Larvitar (p.188) Milotic (p.240)
Blissey (p.186) Dragonite (p.140) Groudon (p.257) Latias (p.255) Miltank (p.186)
Breloom (p.208) Dratini (p.139) Grovyle (p.192) Latios (p.256) Minun (p.221)
Bulbasaur (p.66) Drowzee (p.113) Growlithe (p.94) Ledian (p.148) Misdreavus (p.165)
Butterfree (p.71) Dugtrio (p.91) Grumpig (p.228) Ledyba (p.148) Moltres (p.138)
Cacnea (p.231) Dunsparce (p.168) Gulpin (p.223) Lickitung (p.119) Mr. Mime (p.126)
Cacturne (p.231) Dusclops (p.243) Gyarados (p.130) Lileep (p.238) Mudkip (p.194)
Camerupt (p.227) Duskull (p.243) Hariyama (p.214) Linoone (p.197) Muk (p.110)
Carvanha (p.224) Dustox (p.200) Haunter (p.112) Lombre (p.201) Murkrow (p.164)
Cascoon (p.199) Eevee (p.132) Heracross (p.172) Lotad (p.200) Natu (p.154)
Castform (p.241) Ekans (p.77) Hitmonchan (p.119) Loudred (p.212) Nidoking (p.82)
Caterpie (p.70) Electabuzz (p.128) Hitmonlee (p.118) Ludicolo (p.201) Nidoqueen (p.81)
Celebi (p.191) Electrike (p.220) Hitmontop (p.184) Lugia (p.190) Nidoran♀ (p.80)
Chansey (p.122) Electrode (p.116) Ho-Oh (p.190) Lunatone (p.234) Nidoran♂ (p.81)
Charizard (p.68) Elekid (p.185) Hoothoot (p.147) Luvdisc (p.250) Nidorina (p.80)
Charmander (p.67) Entei (p.187) Hoppip (p.159) Machamp (p.99) Nidorino (p.82)

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Alphabetical Index of Pokémon


Pokémon (Page #)
Nincada (p.210) Raticate (p.75) Smoochum (p.184) Unown (p.166)
Ninetales (p.84) Rattata (p.75) Sneasel (p.173) Ursaring (p.174)
Ninjask (p.211) Rayquaza (p.257) Snorlax (p.137) Vaporeon (p.132)
Noctowl (p.147) Regice (p.254) Snorunt (p.246) Venomoth (p.90)
Nosepass (p.215) Regirock (p.254) Snubbull (p.170) Venonat (p.89)
Numel (p.226) Registeel (p.255) Solrock (p.234) Venusaur (p.67)
Nuzleaf (p.202) Relicanth (p.250) Spearow (p.76) Vibrava (p.230)
Octillery (p.177) Remoraid (p.177) Spheal (p.247) Victreebel (p.101)
Oddish (p.87) Rhydon (p.121) Spinarak (p.149) Vigoroth (p.209)
Omanyte (p.134) Rhyhorn (p.121) Spinda (p.229) Vileplume (p.88)
Omastar (p.135) Roselia (p.223) Spoink (p.228) Volbeat (p.222)
Onix (p.113) Sableye (p.216) Squirtle (p.69) Voltorb (p.115)
Paras (p.88) Salamence (p.252) Stantler (p.182) Vulpix (p.84)
Parasect (p.89) Sandshrew (p.79) Starmie (p.126) Wailmer (p.225)
Pelipper (p.205) Sandslash (p.79) Staryu (p.125) Wailord (p.226)
Persian (p.92) Sceptile (p.192) Steelix (p.169) Walrein (p.248)
Phanpy (p.181) Scizor (p.171) Sudowoodo (p.158) Wartortle (p.69)
Pichu (p.151) Scyther (p.127) Suicune (p.188) Weedle (p.72)
Pidgeot (p.74) Seadra (p.124) Sunflora (p.161) Weepinbell (p.100)
Pidgeotto (p.74) Seaking (p.125) Sunkern (p.161) Weezing (p.120)
Pidgey (p.73) Sealeo (p.247) Surskit (p.207) Whiscash (p.235)
Pikachu (p.78) Seedot (p.202) Swablu (p.232) Whismur (p.212)
Piloswine (p.176) Seel (p.108) Swalot (p.224) Wigglytuff (p.85)
Pineco (p.167) Sentret (p.146) Swampert (p.195) Wingull (p.204)
Pinsir (p.129) Seviper (p.233) Swellow (p.204) Wobbuffet (p.166)
Plusle (p.221) Sharpedo (p.225) Swinub (p.175) Wooper (p.162)
Politoed (p.158) Shedinja (p.211) Taillow (p.203) Wurmple (p.198)
Poliwag (p.95) Shelgon (p.251) Tangela (p.122) Wynaut (p.245)
Poliwhirl (p.96) Shellder (p.110) Tauros (p.129) Xatu (p.154)
Poliwrath (p.96) Shiftry (p.203) Teddiursa (p.173) Yanma (p.162)
Ponyta (p.104) Shroomish (p.208) Tentacool (p.101) Zangoose (p.233)
Poochyena (p.196) Shuckle (p.172) Tentacruel (p.102) Zapdos (p.138)
Porygon (p.134) Shuppet (p.242) Togepi (p.153) Zigzagoon (p.197)
Porygon2 (p.182) Silcoon (p.198) Togetic (p.153) Zubat (p.86)
Primeape (p.94) Skarmory (p.179) Torchic (p.193)
Psyduck (p.92) Skiploom (p.159) Torkoal (p.227)
Pupitar (p.189) Skitty (p.215) Totodile (p.144)
Quagsire (p.163) Slaking (p.210) Trapinch (p.229)
Quilava (p.143) Slakoth (p.209) Treecko (p.191)
Qwilfish (p.171) Slowbro (p.105) Tropius (p.244)
Raichu (p.78) Slowking (p.165) Typhlosion (p.144)
Raikou (p.187) Slowpoke (p.105) Tyranitar (p.189)
Ralts (p.205) Slugma (p.174) Tyrogue (p.183)
Rapidash (p.104) Smeargle (p.183) Umbreon (p.164)

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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. UPDATED LINK FOR GEN 3
https://drive.google.com/open?id=11Zr68aGbtK2Hf0Y6F_maN1XIkCfW0lj8i7IjfxdaKBQ

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

DM Pokemon Creator Tool


A tool to help DMs quickly create encounters with selected pokemon. Supports evolution and trainer bonding/loyalty.
https://drive.google.com/open?id=1bXzKh1yIpJZ44o_6fEZeTOt9dUiVQkSQiYsHThebXRA

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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 SR 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
Gloom can now evolve into VIleplume at level 12 5/9/2018
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
Newly switched Pokemon cannot be switched again until 5/11/2018
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 better
Burrowing added to Onix, Sandshrew, Sandslash Some TM costs changed as a result
Pokeslot advancement changed around to include 2 slots
at level 1, Character Advancement table updated. 6/4/2018
Max SR Control added to Trainer Table Added Trainer/Pokemon Character Sheet and DM
Pokemon Builder excel files.
4/13/18
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 SR
Updated PokeMentor first ability to includ TM under
4/18/18 $3500
Changed Pokeslots to start at 3 and end at 6. Player Added an additional 10 ASI points to Magikarp's evolve.
Advancement table reworked. Updated Slam damage to be greater than Tackle
Added link to Subreddit r/Pokemon5e
4/21/18 Updated AC Up and Smooth Facade feats for balancing
Move List and Pokemon Blocks switched
Included Ether and Max Ether items 12/22/2018
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
Gave ALL Trainers Proficiency in Animal Handling.
Changed Pokemon Collector class level 2 bonus.
DC formula changed to catch Pokemon
12/27/2018
Several proofreading fixes, ability/moves clarifying
changes.
Totodile line Sheer Force ability changed.
Added Discord link (https://discord.gg/DA9gQAa)
12/28/2018
Updated Pokemon Experience charts for all levels.
Trainers/Pokemon were gaining levels quicker than
anticipated.
Reworked Poke Mentor and Pokemon Collector paths for
balancing against other paths.
12/30/2018
Added 1 to Battle Dice and Skill Dice in Trainer Paths
Formatting fixes after switching to GM Binder
Psyduck and Golduck incorrectly marked as
Water/Psychic. Changed to just Water.
1/3/2019
Removed +10 bonus to starter HP. Added 10 HP to every
Pokemon's stat block.\pagebreakNum
Updated damage for all moves to be more similar to power
level.
Updated "Challeng Rating" to "Species Rating" (SR) to
avoid confusion with 5e CR rules.
1/10/2019
Typo/Stat Block fixes
Updated "flinched" status
Added Damage Increase description in Pokemon leveling
chapter
Updated language about STAB
1/14/2019
Gen III is here!
The addition of all 135 new Generation III Pokémon
Four new trainer paths to choose from
New items including a variety of berries with different
effects
Updated PP for all moves to improve move strategy
Improved stats for most Pokémon, with the addition of
more abilities translated to 5e
Ability points granted at evolution now varies by species.
Improved learnsets based on familiar progression

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