Bulbasaur, Ivysaur, and #001 Small plant (Pokémon), unaligned Though it was named after the mighty dinosaur, the Bulba- saur is much more like a squat toad than a thundering lizard. Armor Class 11 This juvenile Pokémon is keen to stomp around its domain at Hit Points 14 (3d6 + 4) the edge of forests, occasionally sneaking onto farms to sam- Speed 25 ft. ple growing crops. They are inquisitive and curious creatures, and tend to spy on strangers that pass through their territory. STR DEX CON INT WIS CHA This instinct should not be mistaken for friendliness, how- ever, as Bulbasaur are fiercely proud and do not appreciate 12 (+1) 13 (+1) 12 (+1) 6 (-2) 10 (0) 6 (-2) being approached or intimidated. A foolhardy attempt at cor- raling a Bulbasaur may be met with a sudden flare of prehen- Damage Vulnerabilities fire sile vines from its bulb, which can crack with just as much Senses passive Perception 10 force and lethality as a leather whip. Languages — The Seed Pokémon. The eponymous bulb that grows on Challenge 1/4 (50 XP) the Bulbasaur's back is actually an inextricable part of the creature's anatomy that grows from a special seed, which is Overgrow. When the Bulbasaur's hit points are be- planted into a hatchling's back by its mother. The seed is full low half of its maximum, it deals one extra die of of nutrients and other vital components for the development damage with its Vine Whip attack. of the Bulbasaur, and as the Bulbasaur grows, so does the seed, which gradually matures into a bulb, bud, and then a Actions flower. Stored within this plant are special seeds known as Vine Whip. Melee Weapon Attack: +3 to hit, reach leech seeds: when planted in the ground, these seeds transfer 10 ft., one target. Hit: 3 (1d4 + 1) slashing damage. nutritional energy from the soil to the Pokémon. These seeds can also be injected into other creatures, where they quickly Leech Seed. The Bulbasaur makes a special Vine take root in their body and siphon their vitality just the same. Whip attack against a creature. On a hit, the crea- Budding Bully. The attitude of the Bulbasaur only worsens ture takes piercing instead of slashing damage, and a Leech Seed is planted in it. As long as the Bulba- as it matures into its petulant adolescent form, Ivysaur, often saur has at least 1 hit point, the creature must make called "the bully of the woods." In this stage of its develop- a DC 11 Constitution saving throw at the start of ment, its bulb has grown into an aromatic bud, and the rapid- each of its turns, taking 2 (1d4) necrotic damage ly growing creature is starved for sunlight. After chasing out on a failure or half as much on a success, and so any prior occupants, it will lay claim to wide forest clearings long as the Bulbasaur is within 30 feet of the crea- so that it may photosynthesize in solitude. When aggravated, ture, a number of hit points equal to the damage it will surprise its foes with a burst of poisonous powder from dealt is restored to the Bulbasaur. The seed is neu- the budding plant on its back. The more potent the powder, tralized when the Venusaur is reduced to 0 hit the closer the bud is to blooming. points or when the afflicted creature is subjected to Herald of Jungles. While Bulbasaur and Ivysaur trot con- any Action that would neutralize or cure poison. A tentedly in forests and on the outskirts of farms and plains, creature can only be affected by one Leech Seed at only the deepest, most impenetrable jungles and greenwoods a time. can support a fully-grown Venusaur. It requires a specific, ab- undant ecosystem in order to mature, one that can fully acco- modate both the bloated beast itself and the massive, stinking flower on its back. When a Venusaur is dissatisfied with its habitat, it may renovate rather than relocate, cultivating the area with its fearsome "frenzy plant." Drawing on commun- ion from its scattered leech seeds, the Venusaur summons a writhing sprawl of thick, thorny roots, which erupt through and till the soil, drastically and suddenly increasing plant growth. Stories are whispered among rainforest tribesfolk of Venusaur envying village land, then seizing it with a whirl- pool of roots, vines, and undergrowth.

— KPM —

1 #002 Ivysaur Vine Whip. Melee Weapon Attack: +3 to hit, reach 10 Small plant (Pokémon), unaligned ft., one target. Hit: 7 (2d4 + 2) slashing damage. Leech Seed. The Ivysaur makes a special Vine Whip att- Armor Class 13 (natural armor) ack against a creature. On a hit, the creature takes pier- Hit Points 55 (10d6 + 20) cing instead of slashing damage, and a Leech Seed is Speed 30 ft. planted in it. As long as the Ivysaur has at least 1 hit point, the creature must make a DC 12 Constitution sa- ving throw at the start of each of its turns, taking 10 STR DEX CON INT WIS CHA (4d4) necrotic damage on a failure or half as much on a 14 (+2) 14 (+2) 15 (+2) 6 (-2) 12 (+1) 6 (-2) success, and so long as the Ivysaur is within 30 feet of the creature, a number of hit points equal to the dam- Damage Vulnerabilities fire age dealt is restored to the Ivysaur. The seed is neutral- Senses passive Perception 10 ized when the Ivysaur is reduced to 0 hit points or Languages — when the afflicted creature is subjected to any Action Challenge 2 (450 XP) that would neutralize or cure poison. A creature can only be affected by one Leech Seed at a time. Overgrow. When the Ivysaur's hit points are below half Poison Powder. The Ivysaur expels a cloud of poisonous of its maximum, it deals one extra die of damage with pollen from the bulb on its back, enveloping all creat- its Vine Whip attack. ures within 5 ft. of itself. All creatures in range must make a DC 12 Constitution saving throw, taking 7 (2d6) poison damage and becoming poisoned for 1 Actions minute on a failure, or taking half damage and not be- Multiattack: the Ivysaur makes three attacks with Vine ing poisoned on a success. An affected creature can re- Whip. peat the saving throw at the end of each of its turns, ending the effect on itself on a success.

#003 Venusaur Vine Whip. Melee Weapon Attack: +7 to hit, reach 20 Medium plant (Pokémon), unaligned ft., one target. Hit: 13 (4d4 + 3) slashing damage, and the target must succeed on a DC 15 Strength saving Armor Class 15 (natural armor) throw or be knocked prone. Hit Points 190 (20d8 + 100) Leech Seed. The Venusaur makes a special Vine Whip Speed 30 ft. attack against a creature. On a hit, the creature takes piercing instead of slashing damage, and a Leech Seed is planted in it. As long as the Venusaur has at least 1 STR DEX CON INT WIS CHA hit point, the creature must make a DC 17 Constitution 17 (+3) 14 (+2) 21 (+5) 6 (-2) 12 (+1) 8 (-1) saving throw at the start of each of its turns, taking 10 (4d4) necrotic damage on a failure or half as much on a Saving Throws Wis +5, Str +8 success, and so long as the Venusaur is within 30 feet Damage Vulnerabilities fire of the creature, a number of hit points equal to the da- Senses passive Perception 11 mage dealt is restored to the Venusaur. The seed is Languages — neutralized when the Venusaur is reduced to 0 hit Challenge 10 (5,900 XP) points or when the afflicted creature is subjected to any Action that would neutralize or cure poison. A crea- ture can only be affected by one Leech Seed at a time. Overgrow. When the Venusaur's hit points are below half of its maximum, it deals one extra die of damage Frenzy Plant (1/day). The Venusaur conjures a sprawl of with its Vine Whip attack. massive, thorny roots, which rip through the ground in a 50 foot radius around itself. All creatures in range Rainforest Roamer. The Venusaur ignores any effects of must make a DC 17 Dexterity saving throw, taking 54 difficult terrain caused by nonmagical plants, including (12d8) pierc-ing damage from the roots and becoming those summoned by Frenzy Plant. prone on a failure, or taking half as much damage on a success. The thorny roots fill the radius until the end of Actions the Ven-usaur's next turn, becoming difficult terrain, Multiattack: the Ivysaur makes four attacks with Vine and when a creature moves into or within the area, it Whip. takes 5 (2d4) piercing damage for every 5 feet it tra- vels. The ground in the radius remains difficult terrain for 1 hour after the thorny roots recede.

2 , Charmeleon, #004 Charmander and Small elemental (Pokémon), unaligned There are many similarities between these fire lizards and red dragons, but Charmander and its more mature forms are Armor Class 12 actually closer in nature to salamanders from the Sea of Ash Hit Points 11 (2d6 + 4) than true dragons. They may be reptilian, powerful, and Speed 30 ft. breathe terrible fire, but they lack any real dragon ancestry. These creatures even share the salamanders' aversion to STR DEX CON INT WIS CHA frigid temperatures. Unlike red dragons whose internal fur- naces can keep them hot, Charmander, Charmeleon, and 8 (-1) 14 (+2) 14 (+2) 6 (-2) 10 (0) 7 (-2) Charizard have a vulnerable flame on the tip of their tail, which keeps them healthy only so long as it burns. Naturally, Damage Vulnerabilities cold they keep these flames protected at all costs. A sickly Char- Damage Immunities fire mander can be discerned by a weak or dim flame on its tail. Senses passive Perception 10 Curious Cowards. A young Charmander, perhaps cruelly Languages — aware of the fragility of its own flame, is exceptionally reclus- Challenge 1/4 (50 XP) ive and shy. Afraid that any creature it comes across may somehow endanger its flame, it hides from most other beasts Blaze. When the Charmander's hit points are below and prefers to flee instead of fight. This instinct doesn't totally half of its maximum, it deals one extra die of dam- supress their curious nature, though, and they'll explore any age with its Ember attack. place they can so long as they're sure nothing will attack Burning Tail. The flame on the tip of the Charmand- them while they do. When cornered or trapped, a Charman- er's tail signifies its vitality. While burning, it sheds der fights with surprising furiosity, and the red-hot embers it bright light in a 5-foot radius and dim light for an can spew from its mouth can leave nasty burns. additional 5 feet. If the tail is subjected to an effect Hot-headed. When a Charmander matures into its adol- that would put it out, such as being doused with escent stage, Charmeleon, its personality undergoes an eq- water, the Charmander must succeed on a DC 10 ually extreme transformation. Its youthful form may have Constitution saving throw to keep it alight. If the been cowardly and anxious, but Charmeleon are bold, brash, source of the effect is a spell, like create water, it quick-tempered, and vicious. A young Charmeleon can be makes the saving throw against the spellcaster's seen picking fights in its old territory, settling grudges with spell save DC. If the flame is extinguished, the Char- any creatures that it was too scared to face as a Charmander. mander is considered poisoned and it cannot use its Ember attack. The Charmander may reignite its Then, it turns its mind to more exploration, leaving its child- flame as a bonus action on its turn so long as it is hood home for new sights. They are, quite literally, trailblaz- no longer subjected to any dousing effects (e.g. ers: the path of a wandering Charmeleon can be recognized being totally submerged in water). by the scorched earth and foliage it leaves in its wake, a result of it not being completely in control of its powerful breath Actions attack just yet. Scratch. Melee Weapon Attack: +4 to hit, range 5 Fire From Above. As a Charmeleon gets older, its neck wil ft., one target. Hit: 4 (1d4 + 2) slashing damage. lengthen, its horn will split, and wings will gradually sprout from its shoulders. These changes, once complete, signify its Ember. Ranged Weapon Attack: +4 to hit, range transition into a stubborn, destructive Charizard. Charizard 15/30 ft., one target. Hit: 4 (1d4 + 2) fire damage. are fully aware of their mighty power and immensely proud of it, and will glide over countrysides and valleys to scorch the land with their fire breath just so they can put it to use. They make their lairs on high mountaintops or in volcanic caves, occasionally on the fringes of a red dragon's domain. Perhaps out of kinship, red dragons have been known to eagerly acc- omodate Charizard—the Charizard get a warm and safe habi- tat while the red dragon gets powerful incidental protectors. A valiant but naive knight attempting to slay the red dragon may fell the Charizard and think their task complete, only to be ambushed by the real monster later.

3 #005 Charmeleon on must succeed on a DC 10 Constitution saving Small elemental (Pokémon), unaligned throw to keep it alight. If the source of the effect is a spell, like create water, it makes the saving throw Armor Class 14 against the spellcaster's spell save DC. If the flame is Hit Points 49 (9d6 + 18) extinguished, the Charmeleon is considered poisoned Speed 30 ft. and it cannot use its Ember or Flamethrower attacks. The Charmeleon may reignite its flame as a bonus action on its turn so long as it is no longer subjected to STR DEX CON INT WIS CHA any dousing effects (e.g. being totally submerged in water). 12 (+1) 15 (+2) 14 (+2) 6 (-2) 10 (0) 7 (-2) Actions Damage Vulnerabilities cold Damage Immunities fire Multiattack. The Charmeleon makes three attacks with Senses passive Perception 10 Slash or Ember. Languages — Slash. Melee Weapon Attack: +4 to hit, range 5 ft., one Challenge 2 (450 XP) target. Hit: 6 (1d8 + 2) slashing damage. Blaze. When the Charmeleon's hit points are below half Ember. Ranged Weapon Attack: +4 to hit, range 15/30 of its maximum, it deals one extra die of damage with ft., one target. Hit: 4 (1d4 + 2) fire damage. its Ember and Flamethrower attacks. Flamethrower (Recharge 5-6). The Charmeleon exhales fire in a 30-foot line that is 5 feet wide. Each creature Burning Tail. The flame on the tip of the Charmeleon's in that line must make a DC 12 Dexterity saving throw, tail signifies its vitality. While burning, it sheds bright taking 22 (5d8) fire damage on a failed save, or half as light in a 5-foot radius and dim light for an additional 5 much on a successful one. feet. If the tail is subjected to an effect that would put it out, such as being doused with water, the Charmele-

#006 Charizard If the flame is extinguished, the Charizard is considered Medium elemental (Pokémon), unaligned poisoned and it cannot use its Flamethrower or Blast Burn attacks. The Charizard may reignite its flame as a Armor Class 14 bonus action on its turn so long as it is no longer sub- Hit Points 142 (19d8 + 57) jected to any dousing effects (e.g. being totally Speed 30 ft., fly 60 ft. submerged in water). Actions STR DEX CON INT WIS CHA Multiattack. The Charizard makes four melee attacks. 18 (+4) 18 (+4) 16 (+3) 8 (-1) 10 (+1) 12 (+1) Slash. Melee Weapon Attack: +8 to hit, range 5 ft., one target. Hit: 10 (1d12 + 4) slashing damage. Saving Throws Con +7, Cha +5 Damage Vulnerabilities cold Tail. Melee Weapon Attack: +8 to hit, reach 5 ft., one Damage Immunities fire target. Hit: 6 (1d4 + 4) bludgeoning damage plus, if Senses passive Perception 11 the tail is ignited, 3 (1d6) fire damage. Languages — Flamethrower. The Charizard exhales fire in a 30-foot Challenge 10 (5,900 XP) line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (5d8) Blaze. When the Charizard's hit points are below half of fire damage on a failed save, or half as much on a its maximum, it deals one extra die of fire damage with successful one. its Tail, Flamethrower, and Blast Burn attacks. Blast Burn (Recharge 5-6). The Charizard builds up its Burning Tail. The flame on the tip of the Charizard's tail breath into an enormous fireball, then exhales it whole signifies its vitality. While burning, it sheds bright light at a point it can see within 100 feet of itself, where it in a 10-foot radius and dim light for an additional 10 explodes. All creatures within 50 feet of that point feet. If the tail is subjected to an effect that would put must make a DC 15 Dexterity saving throw, taking 49 it out, such as being doused with water, the Charizard (14d6) fire damage on a failed save or half as much on must succeed on a DC 10 Constitution saving throw to a successful one. Any creature that fails the saving keep it alight. If the source of the effect is a spell, like throw and any flammable objects in the area are igni- create water, it makes the saving throw against the ted. Until a creature takes an action to douse the fire, spellcaster's spell save DC. the target takes 4 (1d8) fire damage at the start of each of its turns.

4 , Wartortle, and #007 Squirtle Tiny monstrosity (Pokémon), unaligned A welcome sight along lake shores and coastlines, Squirtle are friendly, endearing creatures that are clumsy on land but Armor Class 13 (natural armor) swim with an angel's grace in the water. They have a special Hit Points 14 (4d4 + 4) bladder for collecting water, which controls their buoyancy, Speed 20 ft., swim 40 ft. but they can spray this water from their mouths in a pressur- ized burst to stun prey or startle attackers. They spend most STR DEX CON INT WIS CHA of their time ingesting water so as to keep this internal reser- voir full. Historically, Squirtle would be brought onto sailing 12 (+1) 10 (0) 13 (+1) 6 (-2) 12 (+1) 6 (-2) ships in case of fires, where their ability to shoot streams of water would be invaluable. Damage Vulnerabilities lightning Shy and Sturdy. The shell of a Squirtle is actually soft Damage Resistances cold when it first hatches, but quickly hardens into resilient natur- Senses darkvision 30 ft. (while underwater only), al armor. If a Squirtle is threatened, it's more likely to retreat passive Perception 11 into this sturdy shell than it is to fight back. Though it cannot Languages — move while withdrawn, it would take an exceptionally power- Challenge 1/4 (50 XP) ful blow to find purchase against its protective shell's surface, and the shell only continues to harden as it matures into a Amphibious: The Squirtle can breathe air and water Wartortle, and later, a Blastoise. Torrent. When the Squirtle's hit points are below Long-Lived and Wise. Although a Squirtle typically mat- half of its maximum, it deals one extra die of dam- ures into a Wartortle within 40 years, a Wartortle can remain age with its Water Gun attack. a Wartortle for a very long time. Legends tell of Wartortle liv- ing to be over 10,000 years old, greatly eclipsing the lifespans Actions of even the long-lived dwarves and elves. With age comes wis- Water Gun. Ranged Weapon Attack: +3 to hit, range dom, and sailors know that to see a Wartortle swimming al- 30/50 ft., one target. Hit: 3 (1d4 + 1) bludgeoning ongside your ship is a good omen: no creature would know damage. the seas so well as a Wartortle. The oldest specimens occas- ionally have thick coats of algae, of all different types from Withdraw. The Squirtle withdraws its body into its every stretch of the ocean, growing on their shells. hard shell. While withdrawn, the Squirtle cannot Blaster Masters. Only the oldest and most powerful War- move or take any actions and automatically fails tortle are able to become Blastoise. These apex creatures be- Dexterity saving throws, but gains a +2 bonus to gin their transformation by retreating to the deepest depths AC. It can end this effect as a bonus action. of the ocean, where they rest in a catatonic state. No one has ever witnessed this transformation, but when the Wartortle emerges from the abyss, it is much larger and has two pow- erful, cannon-like spouts protruding from its shoulders. A far cry from its water gun of youth, these spouts can fire torrents of water so incredibly strong that they can erode sheer cliffs, blast though ships, and even punch through steel. Rising from the depths of the sea, a newly formed Blastoise puts these ca- nnons to use by seeking out a lonely island or secluded cove and blasting a deep cave for itself out of solid rock, which will serve as its home for the rest of its life. If a Blastoise carves its cave out near a coastal town, it's considered a blessing, and the citizens treat the ancient turtle with great respect.

The Story of the Squirtle Squad Squirtle are cheerful creatures, but a popular sea shanty tells of several mischevious Squirtle terror- izing a coastal village with pranks. As the shanty goes, two bandits start a fire in the village to flee from a heroic adventurer, who convinces the Squir- tle to put it out. The Squirtle are inspired to change their ways, and ultimately help the adventurer catch the bandits to become heroes themselves.

5 #008 Wartortle Torrent. When the Wartortle's hit points are below half Small monstrosity (Pokémon), unaligned of its maximum, it deals one extra die of damage with its Water Gun attack. Armor Class 14 (natural armor) Hit Points 82 (15d6 + 30) Actions Speed 25 ft., swim 40 ft. Water Gun. Melee Weapon Attack: +3 to hit, range 40/60 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage. STR DEX CON INT WIS CHA 14 (+2) 10 (0) 15 (+2) 6 (-2) 15 (+2) 8 (-1) Withdraw. The Wartortle withdraws its body into its hard shell. While withdrawn, the Wartortle cannot move or take any actions and automatically fails Dex- Damage Vulnerabilities lightning terity saving throws, but gains a +2 bonus to AC and Damage Resistances cold loses its vulnerability to lightning damage. It can end Senses darkvision 30 ft. (while underwater only), this effect as a bonus action. passive Perception 12 Languages — Skull Bash. Melee Weapon Attack: +4 to hit, reach 5 ft., Challenge 2 (450 XP) one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 12 Strength saving Amphibious: The Wartortle can breathe air and water throw or be knocked prone. This attack can only be made as a bonus action while the Wartortle is with- drawn and it ends the effects of being withdrawn.

#009 Blastoise Water Gun. Melee Weapon Attack: +3 to hit, range Medium monstrosity (Pokémon), unaligned 80/120 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Armor Class 17 (natural armor) Withdraw. The Blastoise withdraws its body into its Hit Points 178 (21d8 + 84) hard shell. While withdrawn, the Blastoise cannot move Speed 30 ft., swim 60 ft. or take any actions and automatically fails Dexterity sa- ving throws, but gains a +2 bonus to AC, loses its vuln- erability to lightning damage, and gains resistance to STR DEX CON INT WIS CHA bludgeoning, piercing, and slashing damage from non- 18 (+4) 12 (+1) 18 (+4) 6 (-2) 17 (+3) 10 (0) magical attacks. It can end this effect as a bonus action. Skull Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., Saving Throws Dex +5, Int +2 one target. Hit: 18 (4d6 + 4) bludgeoning damage. Damage Vulnerabilities lightning This attack can only be made as a bonus action while Damage Resistances cold the Blastoise is withdrawn and it ends the effects of Senses darkvision 60 ft. (while underwater only), being withdrawn. passive Perception 13 Hydro Cannon (Recharge 5-6) The Blastoise fires a mas- Languages — sive, highly pressurized deluge of water from the twin Challenge 10 (5,900 XP) cannons on its back, covering a 120-foot line that is 20 feet wide. Each creature in that line must make a DC Amphibious: The Blastoise can breathe air and water 16 Dexterity saving throw, taking 44 (8d10) bludgeon- Torrent. When the Blastoise's hit points are below half ing damage on a failed save, or half as much damage on of its maximum, it deals one extra die of damage with a successful one. A creature that fails the save must al- its Water Gun attack. so succeed on a DC 16 Strength saving throw or be pushed backwards 20 feet. Instead of firing its cannons together, the Blastoise can Actions fire them separately and in different directions as two Multiattack. The Blastoise makes three Water Gun att- 120-foot lines that are each 10 feet wide. Each separ- acks. ate deluge gets half of the damage dice, doing 22 (4d10) bludgeoning damage to creatures that fail the save, or half as much to any that are successful.

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