Galarian Forms

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Pokémon 5e: Galarian Forms


Meowth

Tiny Steel Type | Level 1 | SR 1/2


  • Armor Class 13
  • Hit Points 17
  • Hit Dice d6
  • Speed 20ft. walking, 20ft. climbing

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

  • Proficient Skills Athletics, Deception, Sleight of Hand
  • Saving Throws Dexterity, Constitution
  • Vulnerabilities Fire, Fighting, Ground
  • Resistances Normal, Flying, Grass, Psychic, Rock, Ice, Bug, Dragon, Steel, Fairy
  • Immunities Poison

Pickup: 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.

Tough Claws: This Pokémon can add its proficiency bonus to the damage of all melee attack moves.

Hidden Ability

Unnerve: Opponents in combat with this Pokémon cannot eat held berries.


Evolution: Meowth can evolve into Perrserker 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, Hone Claws, Metal Claw

Level 6: Fury Swipes, Screech

Level 10: Crunch, Taunt

Level 14: Pay Day, Slash

Level 18: Metal Sound, Swagger, Thrash

Learnable Moves:

TM: 01, 10, 11, 12, 17, 18, 21, 24, 25, 27, 30, 40, 41, 42, 44, 45, 46, 48, 49, 65, 66, 74, 75, 77, 85, 87, 88, 89, 90, 97, 100


Perrserker #863

Small Steel Type | Level 5 | SR 7


  • Armor Class: 14
  • Hit Points: 50
  • Hit Dice: d10
  • Speed: 30ft. walking, 30 ft. climbing

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 6 (-2) 13 (+1) 11 (+0)

  • Proficient Skills: Athletics, Deception, Sleight of Hand
  • Saving Throws Dexterity, Constitution
  • Vulnerabilities Fire, Fighting, Ground
  • Resistances Normal, Flying, Grass, Psychic, Rock, Ice, Bug, Dragon, Steel, Fairy
  • Immunities Poison

Battle Armor: This Pokémon is immune to extra damage dealt by a Critical Hit.

Tough Claws: This Pokémon can add its proficiency bonus to the damage of all melee attack moves.

Hidden Ability

Steely Spirit: This Pokémon may add its STAB bonus to power up an ally's steel attack move damage.


Moves

Starting Moves: Metal Claw, Fake Out, Growl, Metal Burst, Thrash, Scratch, Iron Defense

Level 6: Fury Swipes, Screech

Level 10: Crunch, Taunt

Level 14: Iron Head, Slash

Level 18: Metal Sound, Swagger, Thrash

Learnable Moves:

TM: 05, 06, 08, 10, 11, 12, 13, 14, 15, 17, 18, 21, 27, 30, 32, 34, 36, 41, 42, 43, 44, 45, 46, 48, 60, 63, 65, 68, 75, 86, 87, 88, 89, 90, 95, 97, 100


Ponyta

Small Psychic Type | Level 1 | SR 1/2


  • Armor Class: 14
  • Hit Points: 18
  • Hit Dice: d8
  • Speed: 35ft. walking

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

  • Proficient Skills: Athletics
  • Saving Throws: Dexterity
  • Vulnerabilities: Bug, Dark, Ghost
  • Resistances: Fighting, Psychic
  • Immunities: None

Run Away: This Pokémon cannot be the target of an attack of opportunity

Pastel Veil: Your Pokémon cannot be poisoned as long as this Pokémon is on the battlefield under your control.

Hidden Ability

Anticipation: When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.


Evolution: Ponyta can evolve into Rapidash 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: Growl, Tackle

Level 2: Tail Whip, Confusion

Level 6: Psybeam, Stomp

Level 10: Fairy Wind, Heal Pulse

Level 14: Take Down, Dazzling Beam, Agility

Level 18: Psychic, Bounce, Healing Wish

Learnable Moves:

TM: 04, 06, 10, 17, 21, 27, 29, 32, 42, 43, 44, 45, 48, 49, 87, 88, 90, 93, 99, 100


Rapidash

Medium Psychic/Fairy Type | Level 10 | SR 11


  • Armor Class: 16
  • Hit Points: 98
  • Hit Dice: d10
  • Speed: 50ft. walking

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

  • Proficient Skills: Athletics
  • Saving Throws: Dexterity
  • Vulnerabilities: Poison, Ghost, Steel
  • Resistances: Fighting, Psychic
  • Immunities: Dragon

Run Away: This Pokémon cannot be the target of an attack of opportunity

Pastel Veil: Your Pokémon cannot be poisoned as long as this Pokémon is on the battlefield under your control.

Hidden Ability

Anticipation: When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move does not have to be revealed - only that there is such a move.


Moves

Starting Moves: Confusion, Psycho Cut, Growl, Megahorn, Tackle, Quick Attack, Tail Whip, Psybeam, Stomp, Fairy Wind, Heal Pulse

Level 14: Take Down, Dazzling Beam, Agility

Level 18: Psychic, Bounce, Healing Wish

Learnable Moves:

TM: 04, 06, 10, 15, 17, 21, 27, 29, 32, 42, 43, 44, 45, 48, 49, 67, 68, 87, 88, 90, 92, 93, 99, 100


Farfetch'd

Small Fighting Type | Level 1 | SR 3


  • Armor Class: 14
  • Hit Points: 25
  • Hit Dice: d8
  • Speed: 25ft. walking

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

  • Proficient Skills: Athletics, Perception
  • Saving Throws: Strength
  • Vulnerabilities: Flying, Psychic, Fairy
  • Resistances: Bug, Rock, Dark
  • Immunities: None

Steadfast Once per long rest, when this Pokémon fails a saving throw against a negative status condition, it can choose to pass instead.

Hidden Ability

Scrappy: This Pokémon's Normal and Fighting type moves hit Ghost type Pokémon.


Evolution: Farfetch'd can evolve into Sirfetch'd after landing 2 critical hits in one battle. 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: Fury Cutter, Leer, Peck, Poison Jab, Sand Attack

Level 2: Fury Attack, Brutal Swing

Level 6: Knock Off, Brick Break

Level 10: Detect, Swords Dance

Level 14: Final Gambit, Night Slash

Level 18: Feint, Defog, Slam, Brave Bird

Learnable Moves:

TM: 01, 06, 10, 11, 17, 19, 21, 27, 31, 32, 40, 42, 44, 45, 48, 51, 59, 75, 77, 84, 87, 88, 90, 100


Sirfetch'd #865

Small Fighting Type | Level 6 | SR 9


  • Armor Class 14
  • Hit Points 50
  • Hit Dice d8
  • Speed 35ft. walking

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

  • Proficient Skills: Athletics, Perception
  • Saving Throws: Strength
  • Vulnerabilities: Flying, Psychic, Fairy
  • Resistances: Bug, Rock, Dark
  • Immunities: None

Steadfast Once per long rest, when this Pokémon fails a saving throw against a negative status condition, it can choose to pass instead.

Hidden Ability

Scrappy: This Pokémon's Normal and Fighting type moves hit Ghost type Pokémon.


Moves

Starting Moves: Fury Cutter, Leer, Peck, Poison Jab, Sand Attack, Fury Attack, Brutal Swing, Knock Off, Brick Break

Level 10: Detect, Swords Dance

Level 14: Final Gambit, Night Slash

Level 18: Feint, Defog, Slam, Brave Bird

Learnable Moves:

TM: 01, 06, 10, 11, 17, 19, 21, 27, 31, 32, 40, 42, 44, 45, 48, 51, 59, 75, 77, 84, 87, 88, 90, 100


Weezing

Small Poison/Fairy Type | Level 8 | SR 10


  • Armor Class 16
  • Hit Points 88
  • Hit Dice d10
  • Speed 0ft. walking, 30ft. flying (hover)

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

  • Proficient Skills Deception
  • Saving Throws Constitution
  • Vulnerabilities Ground, Psychic, Steel
  • Resistances Fighting, Grass, Bug, Dark, Fairy
  • Immunities Dragon

Neutralizing Gas: As long as this Pokémon is on the battlefield, all abilities are negated.


Evolution: A Koffing can evolve into either into a Normal Weezing or a Galarian Weezing by the DM discretion/choice 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: Double Hit, Poison Gas, Smog, Smokescreen, Tackle, Assurance, Clear Smog, Sludge

Level 10: Self-Destruct, Haze

Level 14: Gyro Ball, Sludge Bomb

Level 18: Explosion, Destiny Bond, Memento, Misty Terrain*

Learnable Moves:

TM: 01, 06, 10, 11, 17, 19, 21, 27, 31, 32, 40, 42, 44, 45, 48, 50, 51, 59, 75, 77, 84, 87, 88, 90, 99, 100


Mr. Mime

Medium Ice/Psychic Type | Level 5 | SR 9


  • Armor Class: 17
  • Hit Points: 50
  • Hit Dice: d8
  • Speed: 30ft. walking

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 8 (-1) 12 (+1) 14 (+2) 12 (+1)

  • Proficient Skills: Performance
  • Saving Throws: Wisdom, Charisma
  • Vulnerabilities: Fire, Rock, Bug, Ghost, Dark, Steel
  • Resistances: Psychic, Ice
  • Immunities: None
  • Senses: Truesight 10ft.

Vital Spirit: This Pokémon cannot be put to sleep.

Screen Cleaner: When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon.

Hidden Ability

Ice Body: While it is snowing or hailing, this Pokémon heals for an amount of HP equal to its proficiency modifier at the end of each of its turns.


Evolution: Mr. Mime can evolve into Mr. Rime 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: Barrier, Confusion, Protect, Misty Terrain*, Role Play, Copycat, Encore, Meditate, Double Slap, Mimic

Level 6: Hypnosis, Psywave, Ice Shard

Level 10: Light Screen, Reflect, Psybeam

Level 14: Substitute, Recycle, Trick

Level 18: Sucker Punch, Icy Wind, Baton Pass, Safeguard

Learnable Moves:

TM: 03, 04, 06, 07, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 22, 24, 25, 27, 29, 30, 31, 32, 33, 40, 41, 42, 44, 45, 46, 48, 52, 53, 56, 57, 66, 68, 73, 77, 83, 85, 86, 87, 88, 90, 92, 99, 100


Mr. Rime #866

Medium Ice/Psychic Type | Level 10 | SR 12


  • Armor Class: 17
  • Hit Points: 70
  • Hit Dice: d10
  • Speed: 30ft. walking

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

  • Proficient Skills: Performance
  • Saving Throws: Wisdom, Charisma
  • Vulnerabilities: Fire, Rock, Bug, Ghost, Dark, Steel
  • Resistances: Psychic, Ice
  • Immunities: None
  • Senses: Truesight 10ft.

Tangled Feet: Attacks against this Pokémon have disadvantage when it is confused.

Screen Cleaner: When the Pokémon enters a battle, the effects of Light Screen, Reflect, and Aurora Veil are nullified for both opposing and ally Pokémon.

Hidden Ability

Ice Body: While it is snowing or hailing, this Pokémon heals for an amount of HP equal to its proficiency modifier at the end of each of its turns.


Moves

Starting Moves: Barrier, Confusion, Protect, Misty Terrain*, Role Play, Copycat, Encore, Meditate, Double Slap, Mimic, Hypnosis, Psywave, Ice Shard, Light Screen, Reflect, Psybeam

Level 14: Substitute, Recycle, Trick

Level 18: Sucker Punch, Icy Wind, Baton Pass, Safeguard

Learnable Moves:

TM: 03, 04, 06, 07, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 22, 24, 25, 27, 29, 30, 31, 32, 33, 40, 41, 42, 44, 45, 46, 48, 52, 53, 56, 57, 66, 68, 73, 77, 83, 85, 86, 87, 88, 90, 92, 99, 100


Corsola

Tiny Ghost Type | Level 1 | SR 3


  • Armor Class 16
  • Hit Points 19
  • Hit Dice d6
  • Speed 15ft. walking, 20ft. swimming

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

  • Proficient Skills Survival, Stealth
  • Saving Throws Constitution
  • Vulnerabilities Ghost, Dark
  • Resistances Poison, Bug
  • Immunities Normal, Fighting

Weak Armor: When an attack hits this Pokémon, its speed increases by 5 feet, but its AC is temporarily reduced by 1 until the end of battle (for a maximum reduction of -5).

Hidden Ability

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.


Evolution: Corsola can evolve into Cursola at level 9. 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, Tackle, Astonish

Level 2: Grudge, Hex

Level 6: Ancient Power, Spike Cannon

Level 10: Lucky Chant, Brine, Iron Defense, Rock Blast

Level 14: Spite, Disable, Power Gem

Level 18: Mirror Coat, Night Shade, Curse

Learnable Moves:

TM: 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20, 21, 26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 45, 48, 55, 64, 69, 71, 78, 80, 87, 88, 90, 94, 96, 100


Cursola #864

Medium Ghost Type | Level 5 | SR 8


  • Armor Class: 16
  • Hit Points: 49
  • Hit Dice: d8
  • Speed: 40ft. walking, 40ft. climbing

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 8 (-1) 12 (+1) 10 (+0)

  • Proficient Skills: Persuasion, Deception, Sleight of Hand
  • Saving Throws: Dexterity, Charisma
  • Vulnerabilities: Bug, Fairy, Fighting
  • Resistances: Dark, Ghost
  • Immunities: Psychic
  • Senses: Darkvision 50ft.

Weak Armor: When an attack hits this Pokémon, its speed increases by 5 feet, but its AC is temporarily reduced by 1 until the end of battle (for a maximum reduction of -5).

Hidden Ability

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.


Evolution: Corsola can evolve into Cursola at level 9. 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, Tackle, Astonish, Grudge, Hex

Level 6: Ancient Power, Spike Cannon

Level 10: Lucky Chant, Brine, Iron Defense, Rock Blast

Level 14: Spite, Disable, Power Gem

Level 18: Mirror Coat, Night Shade, Curse

Learnable Moves:

TM: 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20, 21, 26, 27, 29, 30, 32, 33, 37, 39, 42, 44, 45, 48, 55, 64, 69, 71, 78, 80, 87, 88, 90, 94, 96, 100


Zigzagoon

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


  • Armor Class: 12
  • Hit Points: 16
  • Hit Dice: d6
  • Speed: 35ft. walking, 35ft. climbing

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, Bug, Fairy
  • Resistances: Dark
  • Immunities: Psychic, Ghost

Pickup: 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 whenit falls below ½ of its maximum HP.

Hidden Ability

Quick Feet: When suffering from a negative status condition, this Pokémon’s speed increases by 15 ft.


Evolution: Zigzagoon can evolve into Linoone at level 6 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, Tackle

Level 2: Lick, Sand Attack, Headbutt, Baby-Doll Eyes

Level 6: Odor Sleuth, Mud Sport, Pin Missile

Level 10: Snarl, Bestow, Counter, Take Down

Level 14: Rest, Taunt, Fling

Learnable Moves:

TM: 01, 06, 10, 11, 13, 14, 17, 18, 21, 24, 25, 27, 30, 32, 42, 44, 45, 46, 48, 49, 56, 57, 66, 73, 86, 87, 88, 90, 94, 95, 100


Linoone

Small Dark/Normal Type | Level 5 | SR 7


  • Armor Class: 15
  • Hit Points: 50
  • Hit Dice: d10
  • Speed: 40ft. walking, 40ft. climbing

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

  • Proficient Skills: Sleight of Hand
  • Saving Throws: Dexterity
  • Vulnerabilities: Fighting, Bug, Fairy
  • Resistances: Dark
  • Immunities: Psychic, Ghost

Pickup: 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 whenit falls below ½ of its maximum HP.

Hidden Ability

Quick Feet: When suffering from a negative status condition, this Pokémon’s speed increases by 15 ft.


Evolution: Linoone can evolve into Obstagoon at level 10 and above at night. 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, Tackle, Lick, Sand Attack, Headbutt, Baby-Doll Eyes, Switcheroo, Odor Sleuth

Level 6: Mud Sport, Fury Swipes

Level 10: Snarl, Bestow, Night Slash

Level 14: Rest, Double-Edge, Counter

Level 18: Taunt, Fling

Learnable Moves:

TM: 01, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 24, 25, 27, 30, 32, 42, 44, 45, 46, 48, 49, 56, 57, 65, 66, 68, 73, 86, 87, 88, 90, 94, 95, 100


Obstagoon #862

Medium Dark/Normal Type | Level 10 | SR 13


  • Armor Class: 15
  • Hit Points: 95
  • Hit Dice: d10
  • Speed: 40ft. walking, 40ft. climbing

STR DEX CON INT WIS CHA
17 (+3) 17 (+3) 16 (+3) 6 (-2) 14 (+2) 12 (+1)

  • Proficient Skills: Sleight of Hand
  • Saving Throws: Dexterity
  • Vulnerabilities: Fighting, Bug, Fairy
  • Resistances: Dark
  • Immunities: Psychic, Ghost

Reckless: When attacking with moves with recoil damage, this Pokémon doubles its STAB bonus.

Guts: When this Pokémon is burned or poisoned, they are not affected by the disadvantage or half damage effects. They still take damage at the end of each of their turns.

Hidden Ability

Defiant: When this Pokémon is subject to a move that gives it a status condition, it has advantage on the next attack.


Moves

Starting Moves: Leer, Tackle, Lick, Sand Attack, Headbutt, Baby-Doll Eyes, Switcheroo, Odor Sleuth, Mud Sport, Fury Swipes, Hone Claws

Level 10: Snarl, Bestow, Night Slash

Level 14: Rest, Double-Edge

Level 18: Taunt, Fling, Counter

Learnable Moves:

TM: 01, 05, 06, 10, 11, 12, 13, 14, 15, 17, 18, 21, 24, 25, 27, 30, 32, 42, 44, 45, 46, 48, 49, 56, 57, 65, 66, 68, 73, 86, 87, 88, 90, 94, 95, 100


Darumaka

Tiny Ice Type | Level 1 | SR 1


  • Armor Class: 12
  • Hit Points: 24
  • Hit Dice: d8
  • Speed: 25ft. walking

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

  • Proficient Skills: Survival
  • Saving Throws: Constitution
  • Vulnerabilities: Fire, Fighting, Rock, Steel
  • Resistances: Ice
  • Immunities: None

Hustle: When this Pokémon scores a critical hit, it may immediately use the same move to attack again at disadvantage.

Hidden Ability

Inner Focus: This Pokémon is immune to flinching.


Evolution: Darumaka can evolve into Darmanitan 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: Tackle, Rollout

Level 2: Avalanche, Rage, Ice Fang

Level 6: Headbutt, Uproar, Facade, Ice Punch

Level 10: Work Up, Thrash, Belly Drum

Level 14: Blizzard, Taunt, Superpower

Level 18: Overheat

Learnable Moves:

TM: 01, 05, 06, 10, 11, 12, 13, 14, 17, 21, 22, 27, 31, 32, 35, 38, 39, 42, 43, 44, 45, 46, 48, 50, 56, 61, 74, 80, 86, 87, 88, 89, 90, 100


Darmanitan

Medium Ice Type | Level 8 | SR 12


  • Armor Class: 14
  • Hit Points: 101
  • Hit Dice: d12
  • Speed: 30ft. walking

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

  • Proficient Skills: Survival
  • Saving Throws: Constitution
  • Vulnerabilities: Fire, Fighting, Rock, Steel
  • Resistances: Ice
  • Immunities: None

Gorilla Tactics: This Pokémon's STR modifier is doubled for attack rolls and damage rolls, however the first move used will be the only move available until the Pokémon switches out or faints.

Hidden Ability

Zen Mode: When this Pokémon is below 50% of their maximum HP, they enter Zen Mode. In Zen Mode, Darmanitan changes into the form of a solid status. It's type changes to Fire/Ice, it gains +2 to its STR and +4 to its DEX.


Moves

Starting Moves: Icicle Crash, Tackle, Rollout, Avalanche, Rage, Ice Fang, Headbutt, Swagger, Facade, Ice Punch

Level 10: Work Up, Thrash, Belly Drum

Level 14: Blizzard, Taunt,

Level 18: Superpower, Overheat

Learnable Moves:

TM: 01, 05, 06, 10, 11, 12, 13, 14, 17, 21, 22, 27, 31, 32, 35, 38, 39, 42, 43, 44, 45, 46, 48, 50, 56, 61, 74, 80, 86, 87, 88, 89, 90, 100


Yamask

Tiny Ghost Type | Level 1 | SR 1


  • Armor Class: 14
  • Hit Points: 17
  • Hit Dice: d6
  • Speed: 25ft. flying (hover)

STR DEX CON INT WIS CHA
11 (+0) 9 (-1) 12 (+1) 6 (-2) 14 (+2) 10 (+0)

  • Proficient Skills: Insight
  • Saving Throws: Wisdom
  • Vulnerabilities: Water, Grass, Ice, Ghost, Dark
  • Resistances: Poison, Rock, Bug
  • Immunities: Normal, Fighting, Electric
  • Senses: Truesight 15ft.

Wandering Spirit: When this Pokémon is hit by a melee attack, one random ability of its attacker exchanges with Wandering Spirit until the end of the encounter.


Evolution: Yamask can evolve into Runerigus at level 9 and above and having 30 or more damage taken. 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: Astonish, Protect

Level 2: Disable, Haze, Night Shade

Level 6: Hex, Brutal Swing

Level 10: Ominous Wind, Curse

Level 14: Guard Split, Power Split, Shadow Ball

Level 18: Slam, Mean Look, Destiny Bond

Learnable Moves:

TM: 04, 06, 10, 17, 18, 20, 21, 26, 27, 29, 30, 32, 37, 39, 42, 44, 45, 46, 48, 53, 59, 61, 63, 66, 77, 80, 83, 85, 87, 88, 90, 92, 97, 100


Runerigus #867

Medium Ground/Ghost Type | Level 5 | SR 9


  • Armor Class: 19
  • Hit Points: 50
  • Hit Dice: d10
  • Speed: 30ft. flying (hover)

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 14 (+2) 6 (-2) 16 (+3) 10 (+0)

  • Proficient Skills: Insight, Intimidation
  • Saving Throws: Wisdom
  • Vulnerabilities: Water, Grass, Ice, Ghost, Dark
  • Resistances: Poison, Rock, Bug
  • Immunities: Normal, Fighting, Electric
  • Senses: Truesight 15ft.

Wandering Spirit: When this Pokémon is hit by a melee attack, one random ability of its attacker exchanges with Wandering Spirit until the end of the encounter.


Moves

Starting Moves: Astonish, Protect, Disable, Haze, Night Shade

Level 6: Hex, Brutal Swing

Level 10: Ominous Wind, Curse

Level 14: Guard Split, Power Split, Shadow Ball

Level 18: Slam, Mean Look, Destiny Bond

Learnable Moves:

TM: 04, 06, 10, 17, 18, 20, 21, 26, 27, 29, 30, 32, 37, 39, 42, 44, 45, 46, 48, 53, 59, 61, 63, 66, 77, 80, 83, 85, 87, 88, 90, 92, 97, 100


Slowpoke

Medium Psychic Type | Level 1 | SR 1/2


  • Armor Class: 12
  • Hit Points: 20
  • Hit Dice: d8
  • Speed: 15ft. walking, 25ft. swimming

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

  • Proficient Skills: Insight, History
  • Saving Throws: Constituition, Wisdom
  • Vulnerabilities: Bug, Ghost, Dark
  • Resistances: Fighting, Psychic

Gluttony: This Pokémon must eat its held berry when it falls below ½ of its maximum HP.

Own Tempo: This Pokémon is immune to becoming confused.

Hidden Ability

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


Evolution: Slowpoke can evolve into Slowbro at level 10 and above, or Slowking at level 10 and above while holding a King's Rock. 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: Tackle, Curse

Level 2: Growl, Acid, Yawn

Level 6: Confusion, Disable

Level 10: Water Pulse, Headbutt

Level 14: Zen Headbutt, Slack Off, Amnesia

Level 18: Psychic, Rain Dance, Psych Up, Heal Pulse

Learnable Moves:

TM: 03, 04, 06, 07, 10, 11, 13, 14, 16, 17, 18, 20, 21, 26, 27, 29, 30, 32, 35, 38, 42, 44, 45, 48, 49, 55, 73, 77, 78, 85, 86, 87, 88, 90, 92, 94, 100


Slowbro

Medium Poison/Psychic Type | Level 8 | SR 11


  • Armor Class: 14
  • Hit Points: 90
  • Hit Dice: d10
  • Speed: 30ft. walking, 30ft. swimming

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

  • Proficient Skills: Insight, History
  • Saving Throws: Constituition, Wisdom
  • Vulnerabilities: Ground, Ghost, Dark
  • Resistances: Grass, Fighting, Poison, Fairy

Quick Draw: Once per short rest, this Pokemon may immediately react and attack as a bonus action without provoking attack of opportunity.

Own Tempo: This Pokémon is immune to becoming confused.

Hidden Ability

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


Moves

Starting Moves: Shell Side Arm, Curse, Growl, Tackle, Withdraw, Yawn, Water Gun, Confusion, Disable

Level 10: Water Pulse, Headbutt

Level 14: Zen Headbutt, Slack Off

Level 18: Amnesia, Psychic, Rain Dance, Psych Up, Heal Pulse

Learnable Moves:

TM: 03, 04, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18, 20, 21, 26, 27, 29, 30, 31, 32, 34, 35, 36, 38, 40, 42, 44, 45, 48, 49, 52, 55, 56, 59, 68, 73, 77, 78, 84, 85, 86, 87, 90, 92, 94, 100


Slowking

Medium Poison/Psychic Type | Level 8 | SR 11


  • Armor Class: 14
  • Hit Points: 17
  • Hit Dice: d6
  • Speed: 30ft. walking, 30ft. swimming

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

  • Proficient Skills: Insight, History
  • Saving Throws: Constituition, Wisdom
  • Vulnerabilities: Ground, Ghost, Dark
  • Resistances: Grass, Fighting, Poison, Fairy

Curious Medicine: Once per short rest, this Pokemon may reset all stats changes of all Pokémons in battle.

Own Tempo: This Pokémon is immune to becoming confused.

Hidden Ability

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


Moves

Starting Moves: Eerie Spell, Acid, Curse, Heal Pulse, Hidden Power, Power Gem, Tackle, Yawn, Growl, Water Gun, Confusion, Disable

Level 10: Headbutt, Water Pulse, Zen Headbutt

Level 14: Nasty Plot, Swagger

Level 18: Psychic, Trump Card, Psych Up

Learnable Moves:

TM: 03, 04, 06, 07, 09, 10, 11, 13, 14, 15, 16, 17, 18, 20, 21, 26, 27, 29, 30, 31, 32, 35, 38, 42, 44, 45, 48, 49, 52, 55, 56, 60, 68, 73, 77, 78, 82, 85, 86, 87, 88, 90, 92, 94, 100


Articuno

Large Psychic/Flying Type | Level 15 | SR 15


  • Armor Class: 17
  • Hit Points: 246
  • Hit Dice: d12
  • Speed: 20ft. walking, 60ft. flying

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

  • Proficient Skills: Arcana, Insight, Intimidation
  • Saving Throws: Dexterity, Constitution
  • Vulnerabilities: Electric, Ice, Rock, Ghost, Dark
  • Resistances: Grass, Fighting, Psychic
  • Immunities: Ground
  • Senses: Darkvision 80ft.

Competitive: This Pokémon adds its proficiency bonus to damage rolls while poisoned, burned, confused, or paralyzed.


Moves

Starting Moves: Gust, Confusion, Psycho Shift, Hypnosis, Mind Reader, Ancient Power, Agility, Reflect

Level 18: Dream Eater, Tailwind, Freezing Glare, Future Sight, Recover, Hurricane, Trick Room, Psycho Cut

Learnable Moves:

TM: 03, 04, 05, 06, 10, 15, 16, 17, 19, 21, 27, 29, 30, 32, 33, 40, 42, 44, 48, 51, 58, 68, 76, 79, 97, 88, 89, 90, 92, 100


Zapdos

Large Fighting/Flying Type | Level 15 | SR 15


  • Armor Class: 17
  • Hit Points: 232
  • Hit Dice: d12
  • Speed: 60ft. walking, 20ft. flying

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: Dexterity, Strength
  • Vulnerabilities: Electric, Ice, Flying, Psychic, Fairy
  • Resistances: Grass, Fighting, Bug, Dark
  • Immunities: Ground
  • Senses: Darkvision 60ft.

Defiant: When this Pokémon is subject to a move that gives it a status condition, it has advantage on the next attack.


Moves

Starting Moves: Peck, Focus Energy, Rock Smash, Detect, Pluck, Ancient Power, Brick Break, Agility

Level 18: Thunderous Kick, Bulk Up, Light Screen, Drill Peck, Counter, Quick Guard, Reversal, Close Combat

Learnable Moves:

TM: 05, 06, 08, 10, 12, 15, 16, 17, 19, 21, 27, 31, 32, 40, 42, 44, 47, 48, 51, 57, 58, 62, 66, 68, 76, 87, 88, 89, 90, 100


Moltres

Large Dark/Flying Type | Level 15 | SR 15


  • Armor Class: 17
  • Hit Points: 246
  • Hit Dice: d12
  • Speed: 20ft. walking, 60ft. flying

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

  • Proficient Skills: Arcana, Insight, Intimidation
  • Saving Throws: Constitution, Strength
  • Vulnerabilities: Electric, Ice, Rock, Fairy
  • Resistances: Grass, Ghost, Dark
  • Immunities: Ground, Psychic
  • Senses: Darkvision 60ft.

Berserk: When this Pokémon falls below 25% of its maximum health, all of its attacks are rolled with disadvantage, but deal double their damage. If a move activated requires a saving throw, the target(s) have advantage on the roll.


Moves

Starting Moves: Payback, Wing Attack, Assurance, Agility, Endure, Ancient Power, Flamethrower

Level 18: Memento, Safeguard, Air Slash, Nasty Plot, Fiery Wrath, Sucker Punch, Sky Attack, After You, Hurricane

Learnable Moves:

TM: 05, 06, 10, 12, 15, 17, 18, 19, 20, 21, 27, 30, 32, 40, 42, 43, 44, 48, 51, 58, 66, 68, 76, 87, 88, 89, 90, 95, 97, 100

Other Important Info

New Moves

I used the Alolan forms handbook as a template to do this version. Now that we have Gen VII around, just the signature moves need to be added.

Shell Side Arm


  • Type: Poison
  • Move Power: STR/DEX
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Melee/40ft. (see text)
  • Description: The user uses its shell arm to either do a melee strike or a ranged attack, dealing 2d8 + MOVE poison damage. On a natural attack roll of 19 or 20, the target is poisoned.
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

Eerie Spell


  • Type: Psychic
  • Move Power: WIS/INT
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: 40ft. (see text)
  • Description: The user attacks with its tremendous psychic power, dealing 2d6 + MOVE psychic damage. The creature must make a WIS save against your Move DC. On a fail, roll a d4. The PP of the target's last move used is decreased by that number.
  • Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17.

Snap Trap


  • Type: Grass
  • Move Power: DEX/STR
  • Move Time: 1 action
  • PP: 10
  • Duration: 5 turns, Concentration
  • Range: Melee
  • Description: You trap the target with your mouth-shaped body. Make a melee attack roll, doing 1d6 + MOVE grass damage on a hit. As long as you maintain concentration, the target takes an additional 1d6 grass damage at the end of each of its next five turns.
  • Higher Levels: The damage dice rolls for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17.

Galarian Forms by MaskedFreak


Stunfisk

Small Ground/Steel Type | Level 5 | SR 8


  • Armor Class: 16
  • Hit Points: 62
  • Hit Dice: d12
  • Speed: 15ft. walking, 15ft. swimming

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 19 (+4) 6 (-2) 10 (+0) 10 (+0)

  • Proficient Skills: Survival
  • Saving Throws: Constitution
  • Vulnerabilities: Fire, Fighting, Water, Ground
  • Resistances: Normal, Flying, Psychic, Rock, Bug, Dragon, Steel, Fairy
  • Immunities: Poison, Electric

Mimicry: Changes the Pokémon's type depending on the terrain. (See TM96 Nature Power for possible references)


Moves

Starting Moves: Mud-Slap, Mud Sport, Tackle, Water Gun, Bide, Metal Claw, Mud Shot

Level 6: Camouflage, Mud Bomb

Level 10: Snap Trap*, Endure

Level 14: Bounce, Muddy Water, Flash Cannon

Level 18: Revenge, Flail, Fissure

Learnable Moves:

TM: 06, 10, 17, 18, 21, 26, 27, 32, 34, 36, 37, 39, 42, 44, 45, 48, 55, 66, 71, 73, 78, 80, 83, 87, 88, 90, 91, 94, 100

Alolan Forms By FoiledFeline.

Freezing Glare


  • Type: Psychic
  • Move Power: DEX/WIS
  • Move Time: 1 action
  • PP: 5
  • Duration: Instantaneous
  • Range: Self (80ft line)
  • Description: You create a 80 foot line of psychic power from your eyes, 5 feet wide. Any creature caught in the line must succeed on a DEX save against your Move DC or take 2d8 + MOVE psychic damage and be frozen on a failure, or half as much without being frozen on a success
  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

Thunderous Kick


  • Type: Fighting

  • Move Power: STR/DEX

  • Move Time: 1 action

  • PP: 5

  • Duration: Instantaneous

  • Range: Melee

  • Description: You strike out with a lightning-like movement before delivering a kick that lower the target’s defense. Make an attack roll against a creature, doing 2d8 + MOVE fighting damage on a hit. It also decreases the target’s AC by 1 while it remains in battle.

  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

Fiery Wrath


  • Type: Dark

  • Move Power: STR/WIS

  • Move Time: 1 action

  • PP: 5

  • Duration: Instantaneous

  • Range: 40ft.

  • Description: You target a creature with a fire-like aura made by the user's wrath. Make a ranged attack on a creature, dealing 2d8 + MOVE dark damage on a hit. On natural attack rolls of 17 or higher, the target flinches.

  • Higher Levels: The damage dice roll for this move changes to 2d10 at level 5, 3d10 at level 10, and 4d12 at level 17.

 

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