Playing Pokémon in Dungeon and Dragons 5e
Introduction
This document contains 3 short adventures set in Lumiose City, the famous metropolis of the Pokémon region of Kalos, where the players will be able to impersonate various Pokémon trainers and fight alongside their little critters. Each adventure includes pre-generated characters for every player!
Overview
Wild and mischievious (3-4 players, level 1)
The school year is almost over and everyone is preparing to go on vacation, when the teacher's glasses suddenly disappear! Again! The teacher is going to be so mad if someone doesn't find them before she notices. The entire class risks to get grounded for half of summer!
The Z-A royale (3-4 players, level 4)
Tonight is the night! A promotion match has been issued to the best trainers of rank T, and the streets are fired up with battles! Our protagonists will have to sneak into the battle zone, and fight their way until they find their true opponents!
Mega-rogue (3-4 players, level 7)
Mysterious incidents have been happening around the Lumiose Tower, at the centre of the city. There have been sightnings of a powerful Pokémon going rampant and damaging stores and houses in the area. Quasartico Inc. has sent its best trainers to investigate the situation!
New rules
The Trainer's Almanac
In order to play with Pokémon in DnD 5e, some homebrew is necessary. This comes in the form of the Trainer's Almanac, a comprehensive guide to everything regarding how to create, train and customize Pokémons and Pokémon's trainers. It is not necessary to read all of it though! This module contains most of the materials ready to plug and play.
These are the only sections of the almanac that should be read by every player before starting:
Player's Character sheets
- Oneshot N.1 - Player Character sheets
- Oneshot N.2 - Player Character sheets
- Oneshot N.3 - Player Character sheets
Wild and mischievious
Introduction
Outside, it’s a beautiful day — one of those when the sparse rain of late spring mixes with the gentle sparkle of summer sunshine. Your class is struggling to focus on the lesson, chatting animatedly and breathing in the scent of the wind blowing through the wide-open windows facing the garden.
The teacher, exhausted and drowsy, lets out a sigh of relief when the bell rings for recess. As chaos spreads through the classroom, she stands up, sets her glasses down on the desk, and leaves the room to get some fresh air.
The class has been playing pranks on her all year, but after the last one she lost her temper and buried everyone under a pile of homework. It’s been unanimously decided not to play another trick on her now — who knows how she’d react this time? The holidays could be at stake!
That was the plan, at least… but when your eyes drift back to the teacher’s desk, you realize that her gaudy pink glasses — the ones covered in glitter with heart-shaped lenses — have vanished into thin air. And in less than twenty minutes, recess will be over!
The session starts with a simple task: find the teacher's glasses before she comes back in the room.
Looking for clues
The classroom
The room is relatively small. There are fifteen desks arranged in three rows, a teacher’s desk, and a blackboard right behind it. There is only one door leading into the room, on the west side, which opens onto the school’s main hallway. On the east side, there are four large windows that look directly out onto the garden. The windows are open, and since the classroom is on the ground floor, it would be possible to jump out without much difficulty.
In the room, besides the players, there are about ten other kids, divided into small groups. None of them seem particularly suspicious except for Timmy and Jessy, each of whom is alone doing who knows what. The class can be investigated by the players. An investigation check DC 10 will allow them to find a bunch of Pokémon footprints laying around the teacher’s desk. The footprints are hard to recognize, requiring a survival check DC 20. On a success, the players will discover they are from a Galarian Zigzagoon (the real culprit of this situation), while on a fail, they will only recognize that is not a Pokémon of one of their schoolmates. If they roll really low, they might recognize them as Machop’s footprints. Otherwise, players can get more information about these footprints by navigating the Pokédex advanced functions.
The garden
The school garden is very large, but a section of it has recently been turned into a Wild Zone. Of the still-accessible part, there remains a small basketball court and many trees and bushes. A Survival check DC 10 allows players to spot a series of fresh Pokémon tracks leading straight into the Wild Zone: broken twigs, footprints in the mud, and white and black hairs among the bushes. They were left by the same Galarian Zigzagoon whose tracks were found in the classroom.
Notable NPCs
The teacher
This class is held by a very overworked and tired woman who's been secretly daydreaming about summer, just like their students. She is usually a sugary sweet lady with some extravagant habits, like dressing herself like she's a princess, but she is otherwise harmless. It's very funny to prank her because she starts squeaking like a mouse, so some students have been doing that a lot in the past months! Unfortunately for them the woman is now retaliating with homework. She's very stressed out, so it’s probably best not to get in her way right now.
Jessy
This kid is usually the mastermind behind the pranks done at the expenses of the teacher... and everyone else in the class. She's the class clown, likes to joke constantly and never takes anything seriously.
If interrogated she will try to distract the speaker and change the subject to something else. An intuition check DC 15 confirms that she is actually innocent (this time) but she's withholding information. With a successful persuasion check DC 10 she will say she's seen something move near the window, but she didn't recognize what it was.
If pressed too much, she will distract everyone with "look, the glasses are right there you bums!" and then bolt out of the window while everyone is distracted.
Timmy
Timmy is the class bully. He's a big guy, doesn't like to talk and it is very mean to everyone. He seldom comes to school at all. He stands in a corner unphased by all the fuss. If confronted about the missing glasses, he will first ask to be left alone, then if the players insist he will get angry and challenge whoever talked to him to a pokemon duel, outside, against his partner Machop.
He is innocent as well, but he won't say anything and won't try to defend himself. If beaten he will just shrug, recall his Pokémon and go home. Although, the duel will attract the attention of the real thief, which will be hiding in a nearby bush watching the fight. As Timmy goes away, the players will be able to see a glint of the glasses disappearing in the grass.
Machop
Tiny Pokémon, Fighting-type, level 1
- Hit Points: 22 (1d10+2+10)
- Armor Class: 13 (10+Proficiency+WIS+CHA)
- Proficency bonus: +2
- Speed: 20 feet, can run, swim (½) and climb (½)
STR DEX CON 14(+2) 8(-1) 14(+2) INT WIS CHA 8(-1) 10(+0) 12(+1)
- Saving Throws: Strenght+4, Dexterity+1
- Weaknesses: Flying, Psychic, Fairy
- Resistances: Rock, Bug, Dark
Skills
Guts: When this Pokémon is affected by a condition, it gains advantage on attack rolls.
Moves
- Karate Chop: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 9 (1d12+2) fighting damage. Crits with a natural 19 or more on the attack roll. 4 PP.
- Vital Throw: deal 6 (1d6+2) fighting damage to an adjacent creature. 4 PP.
The Wild Zone
Here is a map for playing on VTT ~made by CZEPEKU.
In case you plan to play this oneshot at a physical location, drawing the map yourself is strongly suggested.
The gate
The gate to the Wild Zone has been blocked with rubble. There’s just enough space for a tiny Pokémon to crawl through, but not enough for human kids, so the path must be cleared before proceeding.
Players can try to climb over the pile with an Athletics or Acrobatics check, DC 15. Anyone who fails still manages to get through, but in doing so, they dislodge some stones and scare a group of 1d4+1 (for 3 players) or 1d4+3 (for 4 players) wild NaClis that were living inside. The Pokémon attack immediately.
The Pokémon also attack if the players decide to smash the rocks, but in that case, they are flinched during the first round of combat. Beyond the gate, three different paths wind their way into a small forest.
The rightmost path
The path consists of two parallel trails that intertwine frequently, with trees occasionally separating them. Both trails are cut by a shallow stream. In this area, several Flabébés are tending to the park’s flowerbeds. If disturbed, they try to drive the party away by attacking. If the party is composed of 3 players, 1d4+1 Flabèbès appear. If the party is composed of 4 players, 1d4+3 Flabèbès appear.
The leftmost path
This trail leads deeper into the forest until it ends abruptly at a small lake. Beside the lake, there’s a little rowboat that can be used to cross, but several Hoppip are floating peacefully over the water and will attack anyone who tries. If the party is composed of 3 players, the Hoppips will be 1d4. If the party is composed of 4 players, there will be 1d4+1 of them instead.
The central path
The central trail is paved with white stones and features a small wooden bridge. On the bridge, a group of tourists from Sinnoh are exploring the city and taking lots of photos. If asked for information, they say they saw a black-and-white Pokémon running away with a pair of pink glasses on its face, heading toward the central meadow.
The meadow
At the end of the Wild Zone lies a clearing full of tall grass. The glasses thief, a Galarian Zigzagoon, is hiding here. It takes the group a few minutes to find it, during which they receive the benefits of a short rest. After a while, the thief feels cornered and jumps out, attacking the party along with its family. The group must fight 1d4+2 (3 players) or 1d4+3 (4 players) Galarian Zigzagoons. If the players haven’t fought and defeated the wild Pokémon in the park (Flabébé, Hoppip, and NaCli), those Pokémon will be drawn by the commotion and join the battle from their respective paths. However, only 1 (3 players) or 2 (4 players) Pokémon of each type will appear. If Jessy ran away from the classroom, the players will meet her again here in the meadow. The girl will have a panic attack when she sees Pokémon emerging from everywhere and won’t be very helpful in the ensuing fight. Her Pokémon, Impidimp, will focus only on defending her from any wild Pokémon that get too close, without attacking them. Impidimp has an AC of 11 and 17 Hit Points, and any attacks made against it are made with disadvantage, as it spends its turns dodging. If the tourists have been convinced to help with the search, they will prevent the wild Pokémon from other parts of the park (Hoppip, NaCli, and Flabébé) from joining the battle for two rounds.
Conclusion
After defeating the Galarian Zigzagoon, the mischievous thief will drop the stolen glasses on the ground and run away. Miraculously, the glasses are intact and undamaged from the fight. In addition, the rock pile at the entrance to the Wild Zone is now free of NaCli and can be crossed without any checks. However, upon returning to class, it turns out the teacher has already come back, and already discovered the theft. Seeing the kids covered in leaves and dirt, she goes pale and has to sit down for a moment, realizing she nearly got herself in trouble with the parents for not keeping an eye on her students during recess. She proposes a deal to the players: you don’t say anything, and I won’t give you extra homework. The session ends with the players’ parents arriving to pick them up from school and the start (for everyone) of summer vacation.
Nacli
Tiny Pokémon, Rock-type, level 1
- Hit Points: 14 (1d12+2)
- Armor Class: 14 (10+Proficiency+WIS+CHA)
- Proficency bonus: +2
- Speed: 20 feet, can run and burrow (½)
STR DEX CON 12(+1) 8(-1) 14(+2) INT WIS CHA 8(-1) 10(+0) 14(+2)
- Saving Throws: Constitution+4, Wisdom+2
- Weaknesses: Steel, Water, Grass, Fighting, Ground
- Resistances: Fire, Normal, Poison, Flying
Skills
Purifying Salt: This Pokémon has advantage on all saving throws to avoid status conditions. Additionally, it is resistant to Ghost-type and its Rock-type moves deal double damage on Ghost-types.
Moves
- Rollout: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 8 (1d12+1) rock damage. Must be recast every turn for 5 turn until it misses. Deals 1 additional damage for each consecutive hit.
- Petrification: Range 20 ft., targets everything inside a sphere of radius 5 feet. Targets must make a DC 12 Intelligence save. On a fail: They are restrained and the terrain under them becomes Hard terrain (cannot be burrowed through). Target restrained this way must repeat their save every time they attempt to free themselves. If they get hit by this move while already restrained and fail their save, they instead take 6 (1d6+2) rock damage.
Flabèbè
Tiny Pokémon, Fairy-type, level 1
- Hit Points: 9 (1d10-1)
- Armor Class: 13 (10+Proficiency+WIS+CHA)
- Proficency bonus: +2
- Speed: 20 feet, can hover
STR DEX CON 8(-1) 10(+0) 12(+1) INT WIS CHA 14(+2) 14(+2) 8(-1)
- Saving Throws: Dexterity+2, Charisma+1
- Weaknesses: Steel, Poison
- Resistances: Dark, Bug, Fight
- Immunities: Dragon
Skills
Flower Veil: All other creatures within 15 feet of this Pokémon cannot be affected by new status conditions.
Moves
- Moonblast: Range 60 ft., targets everything inside a cylinder of radius 5 feet. Targets must make a DC 12 Dexterity save. On a fail: They take 5 (2d4) fairy damage.
- Moonlight: Range 60 ft., As a bonus action: a willing creature within range gains 5 (1d4+2) temporary hit points.
Hoppip
Tiny Pokémon, Grass/Flying-type, level 1
- Hit Points: 10 (1d10)
- Armor Class: 15 (10+Proficiency+WIS+CHA)
- Proficency bonus: +2
- Speed: 20 feet, can fly
STR DEX CON 8(-1) 14(+2) 10(+0) INT WIS CHA 8(-1) 14(+2) 12(+1)
- Saving Throws: Dexterity+4, Charisma+1
- Vulnerabilities: Ice
- Weaknesses: Fire, Rock, Poison, Flying
- Resistances: Water, Fighting
- Immunities: Grass
Skills
Chlorophyll: This Pokémon moves twice as fast while sunny.
Moves
- Gust: Range 30 ft., creates in an empty space a whirlwind with the shape of a cylinder of radius 5 feet, 30 feet tall. Requires concentration. With a bonus action, you can move the whirlwind by 30 feet or until it hits an obstacle. Targets that end their turn in a space adjacent to the whirlwind or that get hit by it must make a DC 12 Strenght save. On a fail: They take 5 (2d4) flying damage.
- Synthesis: Touch a willing creature. It gains 11 (2d8+2) temporary hit points.
Galarian Zigzagoon
Tiny Pokémon, Normal/Dark-type, level 1
- Hit Points: 11 (1d10+1)
- Armor Class: 13 (10+Proficiency+WIS+CHA)
- Proficency bonus: +2
- Speed: 20 feet, can run, swim and climb (½)
STR DEX CON 10(+0) 14(+2) 12(+1) INT WIS CHA 8(-1) 8(-1) 14(+2)
- Saving Throws: Dexterity+4, Charisma+1
- Vulnerabilities: Fighting
- Weaknesses: Bug, Fairy
- Resistances: Dark
- Immunities: Psychic, Ghost
Skills
Pickup: If a creature within 30 feet of this Pokémon uses an item and this Pokémon isn't holding any, this Pokémon can make a DC 15 Dexterity check. If it succeeds, it gains a copy of that item.
Moves
- Cut: Melee Attack: +4 to hit, range 5 ft., hits all targets within a 5 ft. cone. On hit: 8 (1d10+2) normal damage. Super-effective against grass-types.
- Thief: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 7 (1d8+2) dark damage. Steal an item from the target. If it has none, this attack deals 2 extra damage.

The Z-A royale
Introduction
A notification flashes across your Rotom Phone, flooding the dim hotel room with blood red light. Outside the window, the city changes. The last passers-by, wrapped tightly in their coats, quickly clear the streets as LED walls flicker to life, signaling the opening of the Battle Zones. The alleys fill with shifting, humanoid silhouettes: trainers, ready to fight anyone in order to fulfill a wish. And you will be no exception.
Your belongings are already laid out on the bed. Poké Balls, license, backpack. You grab everything and head toward your meeting point. Tonight is the night of a promotion match, and you will have to work together to claim victory and finally rise out of Rank T.
A trap for fools
A few months ago, Team Rocket contacted several employees of Quasartico Inc. and convinced them to help set up a lucrative underground gambling ring at the expense of the Royale Z-A participants. These employees are unscrupulous individuals, and they agreed, creating a series of special battle zones meant to trap unwitting trainers in a cruel competition. Tonight’s battle zone was created by these very people: it is dangerous—far more than necessary. The battles are recorded via hidden Rotom Phones and streamed live to fuel a network of illegal bets.
To prepare these events, the corrupted Quasartico employees spend weeks combing through company data in search of easily manipulated trainers: inexperienced people or desperate individuals who have been trying to rank up for a long time without success. Then they issue fake promotion match invitations to their targets. When the targets arrive at the designated location, they are asked to sign a fraudulent NDA. The contract demands absolute silence about everything that will happen, under penalty of expulsion from the Royale Z-A. If a trainer refuses to sign, the employees remind them that doing so results in immediate disqualification from the Royale as well. Exploiting their victims’ fears and insecurities, the Quasartico employees have so far always obtained their silence.
Those who sign the NDA and enter the battle zone fall straight into the trap. From that moment on, leaving the battle zone is impossible until only one trainer remains conscious (or until dawn breaks). Participants are often injured, and the same happens to their Pokémon. The environment is intentionally designed to pressure trainers into committing actions forbidden by the Trainer Code—such as attacking another trainer—which would result in a permanent ban from every Pokémon competition and the revocation of their trainer license if discovered. Whenever a trainer commits such an act, they are recorded. Later, Team Rocket uses the footage to blackmail them and force them to keep working for them.
As soon as the participating trainers manage to escape the battle zone—regardless of how they behaved—Team Rocket pays them a visit, shoving the NDA in their faces and making it very clear they should not breathe a word of what happened.
This scheme has been going on for a while and has proven extremely profitable. The corrupted Quasartico employees, intoxicated by their success, have become careless and greedy. To organize as many nights as possible, they began inviting people without checking whether they were actually manipulable. This is where the player characters come into play—they are far more competent than the average victim.
Preparing for the battle
The session begins with the players meeting in a small square near a Pokémon Center. In the same square is the entrance to the Battle Zone they must face, though it is currently still closed. While waiting, players may talk, get to know one another, or even challenge each other to a Pokémon battle for practice. After a while, a Quasartico Inc. employee appears.
The Quasartico Employee
The employee, named Steve, is a short, stocky, and rather well-dressed man. He speaks in an affected, distant manner, making it clear he considers himself above his interlocutors. Steve introduces himself, explaining that the Royale they will face tonight will be different from usual. A special battle zone has been set up, and wild Pokémon have been added to the area. He then hands them an NDA and asks them to sign it.
The NDA states that trainers must not disclose any information about the events inside the Battle Zone tonight, under penalty of disqualification from the Z-A Royale. It also specifies that anyone who refuses to sign is automatically disqualified.
The player characters have never heard anything about an NDA until now. The employee remains cold when asked for clarification, saying he is merely following company policy. After the exchange, he collects the NDAs—signed or not—and leaves. The battle zone opens shortly after.
Inside the Battle Zone
It is recommended to build a fairly complex map for the battle zone, with roads, alleys, small parks, and accessible rooftops. Otherwise, you may use this map courtesy of Ross McConnell.
There are many entrances to the Battle Zone; the players enter from the northernmost one, and they are the only ones to use it. Once inside, the passage closes behind them (although they will only notice if they try to leave). Before them stretches a wide street full of hiding places. The zone also includes a staircase leading up to the rooftops. The players must traverse the entire area until they find their designated opponents. The DM may scatter the following encounters throughout the alleys.
While inside this battle zone, it can happen that trainers are targeted by pokemon moves. If this happens, the move will automatically connect and instead of dealing damage, it will produce a "wound" on the trainer. Once a trainer has been wounded too many times, it will be K.Oed. Player characters and Tannie will collapse at the third wound, Lucas at the first, everyone else at the second.
The berry tree
Near the entrance of the battle zone, on a rooftop, there is a berry tree with 1d6 + the number of players Pecha Berries on it. Pecha Berries heal the poisoned condition.
Venipede
Many of these venomous Pokémon hide in crates and bushes. They viciously attack any trainer careless enough to enter their territory. Their territory is marked by shed shells scattered around. Any character with a passive Perception of 14 or higher notices their presence immediately. A DC 17 Perception check allows them to pinpoint exact hiding spots. When startled, they appear in waves:
• First turn: 1d4+2 (3 players) or 1d6+3 (4 players).
• Second turn: another identical wave.
• Third turn: a third wave plus 2 Alpha Whirlipedes. These Pokémon will relentlessly pursue the players throughout the session, with the Whirlipedes in particular being highly aggressive. If players escape, the Venipedes and Whirlipedes regroup and hunt them down again. If their numbers thin too much, they will retreat temporarily—but only to strike again at a more favorable moment. They will continue until every last one of them is knocked out.
Lucas
Lucas is an unassuming trainer wandering aimlessly through the battle zone. He is a nice guy, though somewhat gullible. He is easy to sneak up on, but he is not a weak trainer: his team includes a Bayleef, a Dewott, and a Raboot. He will challenge anyone he sees, and when a fight begins he makes a great deal of noise, potentially attracting nearby Pokémon or trainers. He can only use one of his Pokémon at a time.
Thus, additional enemies might arrive starting from the second turn onward, turning the tide of battle. A three-way brawl may erupt, or (if other trainers arrive) Lucas might receive reinforcements. If personally attacked, Lucas is knocked out immediately, and his Pokémon stop fighting. The noise ends as well, preventing newcomers from locating the battle. However, attacking a trainer results in license revocation—this must be reminded to the players if they consider the option.
Lucas also has a wish he hopes to fulfill by winning the Royale Z-A: world peace. The world is already at peace, and Quasartico wouldn’t be able to stop a war even if it wanted to, but… well, Lucas isn’t exactly the brightest.
Team Rocket Grunts
Hidden across rooftops, surveying the area from above, are several Team Rocket grunts. If they find isolated trainers, they attack from their vantage points using their Golbat and flee immediately after. Their strategy is hit-and-run: they have no interest in knocking anyone out. Their goal is simply to stress participants until they do something stupid. They will become openly hostile only if the players catch a Rotom Phone, or if the night is about to finish and players are refusing to fight.
There are 2 grunts if there are 3 players, 3 grunts if there are 4 players.
Competing trainers
In the narrower alleys roams a determined group of trainers, equal in number to the players. Each uses a single Pokémon, either a Gourgeist or a Mudsdale. They are a small country family whose land has been mortgaged; by winning the Royale, they hope to have the mortgage annulled and reclaim their farm.
Tannie
In the hardest-to-reach part of the battle zone is Tannie, the designated target of the promotion match. Tannie battles with a Turtonator. As soon as the fight begins, she summons a pack of wild Nickit that ambush the group from behind. The amount of Nickits that appear are equal to the number of players.
Tannie works in a department store—she is an entirely ordinary person. However, when she fell into the fake battle-zone trap in the past, the place brought out the worst in her. She used her Turtonator to injure another trainer, securing a dirty victory. Since then, Team Rocket has blackmailed her, forcing her to keep participating under threat of reporting her.
Due to this, Tannie may attempt to hurt a player with her Turtonator if she's clearly loosing.
Tannie is desperate and, if defeated, will reveal everything; however, she shows no remorse for her past actions. She simply wishes to free herself from Team Rocket and pretend she never hurt anyone.
Regardless, even after her defeat, the night is not over. Tannie explains that they will remain trapped in the battle zone until only one trainer remains standing. At this point, the group must decide what to do: fight each other for the promotion and/or hunt down other remaining trainers, or hide until dawn.
If the players choose to avoid further battles and wait for sunrise, Team Rocket will notice and grow agitated. First, they will force Steve to enter the battle zone to try to convince them to fight. If that fails, they will send their agents to confront the players—provided their Pokémon are not already knocked out.
The Ending
At the end of the night, regardless of the result, all participants are contacted by Team Rocket. The grunts arrive in large numbers and attempt to intimidate the trainers who exited the battle zone to ensure their silence. If the players committed physical assault to another trainer during the night, the grunts threaten to reveal their actions to the authorities—something that, as with Tannie, would result in license revocation and the end of their trainer career.
If the players report the incident to Quasartico, the responsible employees are fired within 24 hours, but the company takes no further action. If instead they report everything to the police (or to Gehenna if one of the players is Jhonnan), this triggers the opening of a full case against Quasartico, the arrest of every employee involved, and investigations into many other suspects. Neither Quasartico nor the police will be able to capture the Team Rocket masterminds, who disappear from the city.
Mudsdale
Large Pokémon, Ground-type, level 3
- Hit Points: 46 (3d10+6+10)
- Armor Class: 13 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 30 feet, can run
STR DEX CON 15(+2) 8(-1) 15(+2) INT WIS CHA 10(+0) 8(-1) 14(+2)
- Saving Throws: Strength+4, Constitution+4
- Weaknesses: Water, Grass, Ice
- Resistances: Rock, Poison
- Immunities: Electric
Skills
Steady: This Pokémon has advantage to all rolls to prevent being pushed or grappled, has advantage to all rolls to push others, and can ignore difficult and slippery terrain.
Moves
- Strength: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 15 (2d12+2) normal damage. Target must make a Strength save DC 12 (with disadvantage due to Steady). On a fail you can push it back at half speed.
- Rototiller: The ground within 30 feet of you becomes soft terrain (it can be burrowed through). All Grass and Ground-type creatures on that ground can add 1d4 to every attack roll and Constitution save. When an affected creature is KOed you may spend another PP as a reaction and that creature may do a DC 20 Constitution save. On a success, it is not KOed and regains 1d4-1 hp. 1 PP.
- Dig: You can disengage and burrow at your speed for 1 hour, or you can do an attack. If you decide to disengage you can also attack the turn after, but doing so removes this buff and the attack is done with advantage. Melee Attack: +4 to hit, range 5 ft., one target. On hit: 13 (2d10+2) ground damage. 4 PP.
- Jump Kick: Melee Attack: +4 to hit, range 5 ft., one target. As a part of the attack you can leap up to 10 feet, without triggering opportunity attacks. On hit: 16 (4d6+2) fighting damage. If you miss you fall prone and your turn ends. 4 PP
Gourgeist
Large Pokémon, Ghost/Grass-type, level 3
- Hit Points: 43 (3d10+3+10)
- Armor Class: 16 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 30 feet, can run
STR DEX CON 15(+2) 8(-1) 12(+1) INT WIS CHA 8(-1) 14(+2) 15(+2)
- Saving Throws: Intelligence+1, Wisdom+4
- Weaknesses: Dark, Fire, Ice, Ghost, Flying
- Resistances: Water, Electric, Grass, Ground
- Immunities: Fighting, Normal
Skills
Maxi: This Pokémon has +2 to Constitution and its 2 size larger than normal (already considered in the stat block).
Moves
- Vine Whip: Melee Attack: +4 to hit, range 15 ft., one target. On hit: 15 (2d12+2) grass damage. 4 PP.
- Confuse Ray: targets everything inside a 60-foot long 5-feet wide line emanating from you. Targets must make a DC 12 Wisdom save. On a fail: they are confused. If already confused, they take 10 (4d4) ghost damage. 4 PP.
- Shadow Claw: 2 Melee Attacks: +4 to hit, range 5 ft., one target. On hit: 7 (1d8+2) ghost damage. Creatures targeted cannot do attacks of opportunity against you. 4 PP.
- Spite: As a reaction, target a creature within 30 feet that just used a move. Target must make a DC 12 Charisma save. On a fail: target loses 2 extra PP to the move it used. 4 PP
Venipede
Tiny Pokémon, Bug/Poison-type, level 2
- Hit Points: 18 (2d10-2)
- Armor Class: 14 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 20 feet, can run, climb (½) and burrow (½)
STR DEX CON 14(+2) 12(+1) 8(-1) INT WIS CHA 8(-1) 10(+0) 14(+2)
- Saving Throws: Constitution+1, Charisma+4
- Weaknesses: Fire, Flying, Psychic, Rock
- Resistances: Bug, Fairy, Poison
- Immunities: Grass, Fighting
Skills
Poison Point: When this Pokémon is hit by a melee attack, the attacker must make a DC 12 Constitution save. On a fail it is poisoned, otherwise it is immune to this skill until the beginning of its next turn.
Moves
- Poison Jab: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 9 (1d12+2) poison damage and target must make a Constitution save DC 12, becoming poisoned on a fail.
- Vitriol Scales: Ranged Attack: +3 to hit, range 60 ft., one target. On hit: 6 (1d8+1) poison damage and -1 to AC until combat ends (max -3). Super-effective on Steel-types.
Whirlipede Alpha
Large Pokémon, Bug/Poison-type, level 5
- Hit Points: 45 (5d10-5)
- Armor Class: 16 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +3
- Speed: 30 feet, can run, climb (½) and burrow (½)
STR DEX CON 16(+3) 14(+2) 8(-1) INT WIS CHA 8(-1) 10(+0) 16(+3)
- Saving Throws: Constitution+2, Charisma+6
- Weaknesses: Fire, Flying, Psychic, Rock
- Resistances: Bug, Fairy, Poison
- Immunities: Grass, Fighting
Skills
Swarm: When this Pokémon is at half or less its maximum health (22 hp), it doubles its proficiency bonus on Bug-Type moves.
Moves
Bayleef
Small Pokémon, Grass-type, level 4
- Hit Points: 54 (4d12-4+10)
- Armor Class: 18 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 30 feet, can run and swim (½)
STR DEX CON 10(+0) 8(-1) 8(-1) INT WIS CHA 14(+2) 16(+3) 16(+3)
- Saving Throws: Intelligence+4, Wisdom+5
- Weaknesses: Fire, Flying, Ice, Bug, Poison
- Resistances: Electric, Grass, Ground, Water
Skills
Overgrow: When this Pokémon is at half or less its maximum health (27 hp), it doubles its proficiency bonus on Grass-Type moves.
Moves
- Razor Leaf: targets everything inside a 10-foot sphere emanating from a point within 60 feet. Targets must make a DC 12 (14 with Overgrow) Dexterity save. On a fail: 10 (4d4) grass damage. 4 PP.
- Leech Seed: Ranged Attack: +5 (+7 with Overgrow) to hit, range 30 ft., one target. On hit: The target is seeded. At the end of each of your turns you can roll 2d4. All seeded creatures take the result as damage, while you heal by the same amount. Effects ends as combat ends. 5 PP.
- Synthesis: You gain 17 (4d6+3) temporary hit points. 5 PP.
- Leafage: Melee Attack: +5 (+7 with Overgrow) to hit, range 5 ft., one target. On hit: 12 (2d8+3) grass damage. PP-Less.
Dewott
Small Pokémon, Water-type, level 4
- Hit Points: 58 (4d10+8+10)
- Armor Class: 11 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 30 feet, can run and swim
STR DEX CON 16(+3) 8(-1) 14(+2) INT WIS CHA 16(+3) 8(-1) 10(+0)
- Saving Throws: Strength+5, Intelligence+5
- Weaknesses: Electric, Grass
- Resistances: Steel, Water, Fire, Ice
Skills
Torrent: When this Pokémon is at half or less its maximum health (29 hp), it doubles its proficiency bonus on Water-Type moves.
Moves
- Bubble Beam: targets everything inside a 60-foot long 5-feet wide line emanating from you. Targets must make a DC 13 (15 with Torrent) Dexterity save. On a fail: 10 (4d4) water damage and targets are wet. 5 PP.
- Karate Chop: Melee Attack: +3 to hit, range 5 ft., one target. On hit: 16 (2d12+3) fighting damage. Crits with a nat 19 or 20. 5 PP.
- Sword Dance: You add your proficiency bonus again to all your attack rolls and move DCs for 1 minute (concentration). 1 PP.
- Bubble: Melee Attack: +4 (+6 with Torrent) to hit, range 5 ft., one target. On hit: 11 (2d8+2) water damage. PP-Less.
Raboot
Small Pokémon, Fire-type, level 4
- Hit Points: 58 (4d10+8+10)
- Armor Class: 11 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 30 feet, can run and swim (½)
STR DEX CON 16(+3) 16(+3) 14(+2) INT WIS CHA 8(-1) 10(+0) 8(-1)
- Saving Throws: Strength+5, Dexterity+5
- Weaknesses: Water, Rock, Ground
- Resistances: Steel, Bug, Grass, Fairy, Fire, Ice
Skills
Blaze: When this Pokémon is at half or less its maximum health (29 hp), it doubles its proficiency bonus on Fire-Type moves.
Moves
- Flame Burst: Ranged Attack: +5 (+7 with Blaze) to hit, range 60 ft., one target. On hit: 12 (2d8+3) fire damage. Deals 2 fire damage to everything within 5 feet of the target with an AC lower than the attack roll. 5 PP.
- Fire Punch: Melee Attack: +5 (+7 with Blaze) to hit, range 5 ft., one target. On hit: 16 (2d12+3) fire damage. 5 PP.
- Flame Charge: You can move 10 feet straight in any direction (included upwards) without provoking opportunity attacks. Then Melee Attack: +5 (+7 with Blaze) to hit, range 5 ft., one target. On hit: 12 (2d8+3) fire damage and the target must make a DC13 Strength save or be pushed back 10 feet. 5 PP.
- Double Kick: 2 Melee Attacks: +3 to hit, range 5 ft., one target. On hit: 7 (1d12) fighting damage. If you hit both times you can attack a third time as a bonus action. 5 PP.
Golbat
Small Pokémon, Poison/Flying-type, level 3
- Hit Points: 40 (3d8+6+10)
- Armor Class: 11 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 30 feet, can fly
STR DEX CON 15(+2) 15(+2) 14(+2) INT WIS CHA 8(-1) 8(-1) 10(+0)
- Saving Throws: Constitution+4, Charisma+2
- Weaknesses: Electric, Ice, Psychic, Rock
- Resistances: Fairy, Poison
- Immunities: Bug, Grass, Fighting, Ground
Skills
Sonar: This Pokémon can see in the dark, behind walls and invisible creatures. It cannot be blinded and has advantage to Search.
Moves
- Fly: You can disengage and double your fly speed, or you can do an attack. If you decide to disengage you can also attack the turn after, but doing so removes this buff and the attack is done with advantage. Melee Attack: +4 to hit, range 5 ft., one target. On hit: 11 (2d8+2) flying damage. 4 PP.
- Poison Jab: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 15 (2d12+2) poison damage and target must make a Constitution save DC 12, becoming poisoned on a fail.
- Wing Attack: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 15 (2d12+2) flying damage. +2 damage if you are the only creature within 5 feet of your target. 4 PP.
- Smog: You create a poison cloud within 10 feet from you. The area is dark and follows you, lasts 1 minute and requires concentration. Enemy creatures that start their turn in it take 1d6 damage and must make a DC 11 Constitution save. On a fail: they are poisoned. 3 PP.
Nickit
Small Pokémon, Dark-type, level 2
- Hit Points: 24 (2d12)
- Armor Class: 13 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 20 feet, can run, climb (½) and swim (½)
STR DEX CON 8(-1) 14(+2) 10(+0) INT WIS CHA 12(+1) 14(+2) 8(-1)
- Saving Throws: Dexterity+4, Charisma+1
- Weaknesses: Bug, Fairy, Fighting
- Resistances: Dark, Ghost
- Immunities: Psychic
Skills
Run Away: This Pokémon does not trigger opportunity attacks.
Moves
- Thief: Melee Attack: +4 to hit, range 5 ft., one target. On hit: 7 (1d8+2) dark damage and you steal the target’s held item. If it has none, you deal 2 extra damage.
- Nasty Plot: Activate as a bonus action. Lasts 1 minute and requires concentration. Reactivate as a bonus action to deal +3 damage on your next move.
Turtonator
Large Pokémon, Fire/Dragon-type, level 5
- Hit Points: 55 (5d10-5+10)
- Armor Class: 18 (10+Proficiency+WIS+CHA+2)
- Proficiency bonus: +3
- Speed: 30 feet, can run and swim
STR DEX CON 15(+2) 8(-1) 8(-1) INT WIS CHA 16(+3) 11(+0) 16(+3)
- Saving Throws: Strength+5, Constitution+2
- Weaknesses: Dragon, Rock, Ground
- Resistances: Steel, Bug, Electric
- Immunities: Grass, Fire
Skills
Shell Armor: This Pokémon is immune to critical hits.
Feats
Evasive: +2 AC
Moves
- Will-O-Wisp: target up to 2 creatures within 60 feet. Targets must make a DC 14 Intelligence save. On a fail: 8 (2d4+3) fire damage and targets are burned. 5 PP.
- Fire Blast: As a reaction, when you take damage you can explode. All creatures within 10 feet must make a DC 14 Dexterity save. On a fail: 11 (3d6) fire damage.5 PP.
- Flamethrower: targets everything inside a 30-foot cone emanating from you. Targets must make a DC 14 Dexterity save. On a fail: 13 (5d4) fire damage. Targets that fail by 5 or more are also burned. 5 PP.
- Outrage: up to 3 adjacent creatures within 5 feet of you must make a DC 14 Charisma save. On a fail: 12 (2d8+3) dragon damage and they are enraged. 5 PP.

Mega-Rogue
Introduction
Evening falls on Lumiose City. As dusk settles, the city starts glistening in pinkish light. Mega Energy is going rampant. Crystals are growing everywhere, encrusting the buildings in their alien look. A mysterious, powerful Pokémon is roaming the city, and the job of catching it has fallen on your hands.
You gather around, in the cold room of Quasartico Headquarters, asking yourself how dangerous this creature could be. Ready or not, today you will have to prove your strenght as a trainer.
The complete breakdown of Mega-energy
Something has gone wrong. Very wrong. Mega Evolution energy is spreading throughout the city at an uncontrollable rate, and no one knows why. Quasartico’s instruments are detecting bursts of energy radiating intermittently with irregular frequency, indicating the presence of a Mega Rogue with anomalous power somewhere in the city. Someone needs to deal with it before the situation spirals completely out of control.
An ancient past
A thousand years ago in Kalos, a terrible war was fought, with King AZ and his Pokémon Floette at its center. The conflict ended with the use of an incredibly powerful weapon, whose devastating consequences caused the premature deaths of countless people and Pokémon. The souls of these beings merged with Kalos itself, remaining dormant for an extremely long time. However, due to the excessive use of Mega Evolution energy, these souls have awakened—along with all of their pain. This massive knot of ancestral suffering has concentrated beneath Prism Tower, at the very heart of Lumiose City, interfering with the proper functioning of Quasartico’s technology and the Mega Energy it relies on. Zygarde attempted to destroy this knot, but the interference caused it to go mad as well. The Pokémon has now split into smaller forms and infests the city. Its ability to break apart and reassemble is the reason Quasartico has been unable to locate it.
The characters have been hired by Quasartico to investigate. The CEO herself personally contacted each of them, stressing the urgency of understanding what is happening before anyone gets hurt.
The characters are now at Quasartico Headquarters, where they have gathered to introduce themselves and coordinate as a team. Give each player the following additional information privately.

Zach
You’ve learned that Quasartico is in possession of an artifact that is truly one of a kind, hidden somewhere inside Prism Tower. Somehow, the people at Quasartico have even forgotten where they put it. Leaving it there would be an insult. You don’t know exactly what it looks like—only that it’s small enough to fit in one hand and made of crystal. You’ve prepared an alternate identity so you can explore the city more freely if needed: Jerry, the janitor. Jerry is friends with the CEO’s right-hand man, Vinnie, and with a cleaning girl named Sharone. You are 100% sure Sharone is into your second identity. You’ve heard rumors about Midori Tendo, and they say she’s very clever. You’re convinced you’re smarter.
Gabriel
Ever since you were a child, you’ve heard stories about three immensely powerful Legendary Pokémon that reside somewhere in Kalos: Xerneas, the Bringer of Life; Yveltal, the Bringer of Death; and Zygarde, the Balancer. Xerneas usually lies dormant in the form of a tree, and even in that state it is enough to sustain life across the region. Yveltal, on the other hand, awakens only once every few thousand years, unleashing a wave of death in its wake. Once sated, it seals itself inside a cocoon to rest. Zygarde exists as thousands of scattered cells spread throughout Kalos, waiting for an emergency. When the time comes, these cells reunite, allowing it to fight. You had a vision in which you stood before one of these three divine presences, though you cannot remember which one. You strongly suspect that one of these Pokémon has awakened, and that your vision was a premonition that will soon come to pass. You know that Chloe, your twin sister, has been suffering greatly as of late. You’ve heard of both Midori and Zach; people say they are very capable Trainers.
Chloe
Lately, your episodes have been growing more frequent. Every night, you are haunted by the spirits of the dead. There are countless of them, and they carry immense pain. They force you to share in their suffering, and you fear that sooner or later they will truly drive you insane. Among the many specters that torment you is the ghost of a very absent-minded girl named Alexia, who keeps appearing whenever you are near Prism Tower. You know that Gabriel, your twin brother, is tracking something extremely powerful. You have never heard of either Midori or Zach, and you have no idea what kind of people they are.
Midori
For some time now, you’ve been courting Quasartico’s investors during your ultra-exclusive concerts, and you know that CEO Jett’s position is beginning to wobble. Most investors want higher dividends, but in their opinion, Quasartico’s current policies fail to fully exploit the monetization potential of the urban reconstruction plan. All you need now is an incident that casts the company in a bad light, so Jett can be ousted from the board of directors—and the current situation seems perfect. Your plan is to ensure that none of what is about to happen gets covered up. However, you must also make sure that your name is not linked to the impending disaster. To that end, you’ve made contact with Jerome, a Lumiose City journalist constantly on the lookout for a scoop. He’s unreliable, though, so you’ll need to ensure he doesn’t interact with anyone else—or he might get bribed and sell you out to the highest bidder. As far as you know, no one at Quasartico is aware of your ambitions. They believe you’re just a simple Pokémon Trainer. Within your current group, you’ve only heard of Gabriel, who is said to be very intelligent.
NPCs
Jett
CEO of Quasartico. She is an elegant and composed woman. At the moment, she is fully focused on the Mega Rogue problem and hasn’t noticed that her position as CEO is at risk. Jett is at Quasartico headquarters, working tirelessly to coordinate her employees. If contacted by the group for any reason, she will only be able to spare a few minutes. For longer matters, she will refer them to Vinnie.
Vinnie
Jett’s right-hand man, a hulking figure with a kind heart. He always treats everyone with respect, even when that respect is not returned. He is also at Quasartico headquarters.
Sharone
A cleaning girl. She’s very sweet, but years of underpaid work have made her quite frustrated. She knows Zach under his alias Jerry and has dealt with him for a while. However, contrary to what he believes, she is not attracted to him at all—in fact, she finds him rather clingy. She just doesn’t know how to get rid of him and is too nice to tell him off. She has trouble saying no to people. She is currently at Prism Tower, where Jerry is also supposed to be.
Alexia
The ghost of a lanky girl who has great difficulty focusing and constantly jumps from one topic to another. Only Chloe can see her. She is one of the countless souls that accidentally merged with Kalos thousands of years ago, when the great weapon that ended the war was activated.
Along with the other spirits, she has awakened and is now extremely confused about what happened to her and why the world is so different from what she remembers.
Jerome
A journalist from Lumiose City. Opportunistic and nosy, he is constantly hunting for scoops. He isn’t afraid to get into dangerous situations or make enemies if it means writing a sensational article—even inventing details to spice up his stories. Ultimately, he wants to profit as much as possible from other people’s misfortunes.
He is currently resting at the Rust Syndicate headquarters.
Corbeau
Corbeau has a cordial yet generally intimidating presence and is not above using extortion to get others to do his bidding. Despite his demeanor and shady tactics, he is well liked by the people of Lumiose City who know him and genuinely wants what is best for the city he calls home.
He is currently resting at the Rust Syndicate headquarters.
Gathering Clues
The session begins with the characters gathered around a table at Quasartico headquarters, where Vinnie is giving a quick briefing. Zach, if present, is nearby and listening in. At the moment, he is disguised as Jerry the janitor and was chatting with Vinnie until about five minutes ago. Vinnie explains the following:
- The Mega Energy problems began a week ago, and no one knows why.
- They are unable to track the Mega Rogue causing the disturbances. They receive sporadic signals that appear and disappear from all over the city.
- So far, there have been no injuries, but the amount of released energy is rapidly increasing.
- Quasartico has involved the Rust Syndicate in the investigation, but they haven’t had a chance to speak with them yet. It’s possible the Syndicate has discovered something in the meantime.
- If not the Rust Syndicate, someone else in the city may have seen something. If the players have contacts, they should try asking them.
Vinnie stresses that the group should stay together. No one knows when the Mega Rogue might appear, and it would be best not to face it alone. After the briefing, Vinnie allows the characters some time for questions but provides no information that isn’t strictly mission-related, as he doesn’t yet know the group or how much he can trust them. However, he will answer Jerry (Zach) if he is the one asking. He then leaves, being extremely busy coordinating the other investigation teams. After introductions, the group is free to move around and conduct their own research.
Investigation Leads
Regardless of where the group decides to go or whom they question, every meaningful lead will ultimately point them towards the dungeon beneath the Prism Tower. There is a Pokémon Centre right outside the Tower. When the players get there, make sure they have the chance to use it before getting into the Tower itself.
The Rust Syndicate
If the group decides to visit the Rust Syndicate headquarters, they can meet Jerome and Corbeau. The place is bustling, with Trainers from the organization constantly coming and going.
Jerome immediately notices the group and approaches them, asking a barrage of questions about who they are and what such famous trainers are doing in the city. If one of the players says anything even vaguely interesting, Jerome instantly starts bombarding them with follow-up questions, trying to dig deeper and uncover some juicy secret. If Midori is present, Jerome will also loudly ask her for more information about the scoop she had promised him, pointing out that more than a week has passed since they last spoke and he still hasn’t heard anything. During the conversation, Jerome reveals that he saw something lurking in the alley just behind the building they are in. He says he got a bit scared and took refuge inside the Rust Syndicate shortly afterward. If the group goes to check the alley, they are immediately attacked by 1d20 Zygarde Cells. The Cells will remain hidden in poorly lit areas and will flee after one or two rounds of combat. The players must succeed on a DC 15 Perception check to understand what attacked them. If the players manage to get rid of the journalist, they can go speak with Corbeau, who will be intrigued by such an unusual group. He will ask whether they have already formed an idea of what happened, and will say that he suspects the rampaging Mega Pokémon is somehow connected to the use of Mega Evolution by the trainers of the ZA Royale. To prove his point, he will challenge the group to a battle in the courtyard in front of the Rust Syndicate headquarters, at which point he will send out his Mega Scolipede. After two rounds of combat, the Rust Syndicate headquarters will be overrun by Zygarde Cells, which this time will emerge openly and be fully visible to everyone. The Cells will merge into 4 (3 players) or 6 (4 players) 10% Zygarde Forms, targeting both the players and Corbeau and his Pokémon. All defeated 10% Zygarde will split back into Cells and flee. Once most of the Zygarde are defeated, the remaining ones will attempt to escape as well. If the characters pursue them, they will eventually reach Prism Tower.
Alexia’s Clues (Chloe Only)
Alexia, as confused as she is, is quite jolly and chatty. Unfortunately she becomes increasingly agitated the closer Chloe gets to Prism Tower. If Chloe listens to her rambling, fragmented thoughts, a pattern emerges:
- Alexia remembers “roots below the light” and “a place where the pain is knotted together.”
- She insists that something beneath the tower is pulling her downward, like a gravitational force.
- When asked where she died—or where she belongs—Alexia always gestures toward the ground beneath Prism Tower.
Entering the Prism Tower
The tower is currently closed to the public. In order to enter the party will need to either have to lockpick the doors and sneak past the small crowd of workers (DC 15 for both checks), or ask the girl smoking outside if she can let them in (Persuasion DC 12, Zach can skip the check by impersonating his second identity). The girl is Sharone. The party may chat with Sharone as well, discovering the following:
- The tower, lately, is much dirtier than usual. She keeps finding strange stains all around the floor, especially in the ground floor near the back, where visitors usually don’t go.
- She heard some Quasartico investors saying there will be a restructuring of the company soon. She feels like there are going to be a lot of lay offs.
- She’s really tired of working till night. She would like to change job and go work in a cafe, one day or the other.
Once inside the tower, the party will be able to find a set of recent stains. If they already have seen the Zygarde Cells, they will immediately recognize them as their tracks. Otherwise, they will have to succeed a DC 20 Nature check to understand that they come from an unknown Pokémon. If they follow the tracks, they will soon find a passage to the underground beneath the Prism Tower.
The Soul Knot
Beneath the Prism Tower lays a large dungeon once used by Quasartico to stash their findings on Mega Energy and now abandoned and forgotten. If you want, you can use the following map courtesy of Czepeku. If using this map, players will enter from below. The area is crackling with energy, signaling that here some moves may work differently: namely weather moves can be used even if underground.
As soon as Chloe descends into this area, if present, her visions of dead spirits become extremely strong. She sees the everywhere. Gabriel, if present, will instead recognize the place he saw in his premonition and understand he is about to meet a legendary Pokémon.
Near the entrance to this location there are two rooms, each containing a switch. To enter the rooms, the players must either break down a reinforced door (AC 20, 30 hit points, Steel-type) or crawl through ventilation ducts. The switches open a reinforced gate (AC 20, 300 hit points, Steel-type) that allows access to the Soul Knot further ahead, but they must be pressed simultaneously for it to work.
As soon as the players begin moving inside the facility, they are attacked by Zygarde Cells. Each round, 1d4 Cells appear (3 players) or 1d6 Cells (4 players). They specifically pursue any players who have moved into the sealed rooms. If at least five Cells are close to one another, they condense into a 10% Zygarde. If the players have already fought 10% Zygarde at the Rust Syndicate headquarters, one fewer Cell than rolled appears each round, and the Cells cannot condense into 10% forms.
All Cells retreat as soon as the gate leading to the Soul Knot is opened. The Soul Knot appears as an enormous, tightly coiled mass, resembling a heap of ivory-colored cords twisted around one another, faintly glowing and casting a ghostly light throughout the underground chamber. At its center lies a small crystal flower, eternally trapped. If Chloe is present, she is overwhelmed by the sheer despair of all the souls bound within the Knot. Through the fragments of memories that assail her, she learns their fate and realizes that she can free herself by destroying the Soul Knot.
Vast numbers of Zygarde Cells begin to gather in the chamber, condensing into a gigantic serpent (its 50% Form), which attacks the players. In addition, three other Pokémon appear in the room: a Cinderace, a Samurott, and a Meganium. The three Pokémon are bound to the Soul Knot by a thick, completely indestructible silver cord. If they are defeated, the Soul Knot dissolves and Zygarde returns to its senses.
The End
Once the Soul Knot is destroyed, Zygarde bows before the players, then breaks apart into thousands of Cells and vanishes into nothingness. Left on the floor of the chamber is the crystal flower—the one Zach had heard about. It is a fragment of the ancient weapon used millennia ago to end the Kalos war. Until this relic is permanently destroyed, the Soul Knot may reform, potentially even in a short amount of time. Once it is destroyed, the souls trapped within Kalos will be freed forever, and Chloe will no longer suffer from spiritual possession.
However, the flower also represents proof of the disaster caused by Quasartico, which had studied it and then forgotten about it. It is more than sufficient as a reward for Zach, should he wish to obtain the recognition he desires. The group must decide what to do with it.
If the flower is destroyed, Quasartico cannot be charged, as there will be no evidence of their involvement. Midori’s plan will fail, and no one will believe the group if they claim to have confronted Zygarde at his full power. If the flower is preserved and handed over to Jerome, Quasartico will be engulfed in a massive legal scandal, and Jett will be forced to step down from her position as CEO—something Midori may then attempt to seize. However, the city will continue to suffer from recurring, unexplained disturbances, attributed to the lingering influence of the souls still trapped within Kalos.
Mega Scolipede
Large Pokémon, Bug/Poison-type, level 7
- Hit Points: 163 (7d10-7+10*2)
- Armor Class: 16 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +3
- Speed: 40 feet, can run, climb (½) and burrow (½)
STR DEX CON 18(+4) 15(+2) 8(-1) INT WIS CHA 8(-1) 11(+0) 16(+3)
- Saving Throws: Constitution+1, Charisma+9
- Weaknesses: Fire, Flying, Psychic, Rock
- Resistances: Bug, Fairy, Poison
- Immunities: Grass, Fighting
Mega-evolution
Doubles Hit Points and doubles Ability Score Modifiers on all dice rolls. Activates at the start of the battle.
Poison-type Mastery
Gain 1 Virulence charge every time you poison damage on a poisoned target. Gain 3 when you poison a target. Loose half when a target is healed from poison. Max 14 charges.
Black Blood: As long as you have 8 charges you have advantage on damage rolls.
Skills
Poison Point: When this Pokémon is hit by a melee attack, the attacker must make a DC 12 Constitution save. On a fail it is poisoned, otherwise it is immune to this skill until the beginning of its next turn.
Moves
- Poison Tail: 2 Melee Attacks: +11 to hit, range 5 ft., one target. On hit: 18 (4d4+8) poison damage and the target is poisoned.
- Vitriol Scales: Ranged Attack: +9 to hit, range 60 ft., one target. On hit: 24 (5d6+6) poison damage and -1 to AC until combat ends (max -3). Super-effective on Steel-types.
- Bug Bite: 2 Melee Attacks: +11 to hit, range 5 ft., one target. On hit: 17 (2d8+8) bug damage.
- Harden: As a bonus action, until the start of your next turn you take 1d10 less damage from all sources. 2 PP
Zygarde Cell (Cyan)
Tiny Pokémon, Ice-type, level 1
- Hit Points: 12 (1d12)
- Armor Class: 12 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 20 feet, can walk
STR DEX CON 10(+0) 10(+0) 10(+0) INT WIS CHA 10(+0) 10(+0) 10(+0)
- Saving Throws: -
- Weaknesses: Steel, Fire, Fighting, Rock
- Resistances: Ice
Skills
None
Moves
- Powder Snow: Melee Attack: +2 to hit, range 5 ft., one target. On hit: 4 (1d6) ice damage. On a critical hit target is frozen.
Zygarde Cell (Orange)
Tiny Pokémon, Fighting-type, level 1
- Hit Points: 10 (1d10)
- Armor Class: 12 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +2
- Speed: 20 feet, can walk
STR DEX CON 10(+0) 10(+0) 10(+0) INT WIS CHA 10(+0) 10(+0) 10(+0)
- Saving Throws: -
- Weaknesses: Flying, Psychic, Fairy
- Resistances: Rock, Bug, Dark
Skills
None
Moves
- Arm Thrust: Melee Attack: +2 to hit, range 5 ft., one target. On hit: 4 (1d6) fighting damage. On a critical you deal one extra die of damage.
Zygarde 10%
Small Pokémon, Ground/Dragon-type, level 5
- Hit Points: 35 (5d8-5)
- Armor Class: 15 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +3
- Speed: 40 feet, can run and swim (½)
STR DEX CON 16(+3) 16(+3) 8(-1) INT WIS CHA 8(-1) 14(+2) 10(+0)
- Saving Throws: Intelligence+2, Wisdom+5
- Vulnerabilities: Ice
- Weaknesses: Dragon, Fairy
- Resistances: Fire, Rock, Poison
- Immunities: Electric
Skills
Aura Break: This Pokémon, after hitting another creature, prevents the target from using all Masteries until this Pokémon faints or attacks another creature.
Moves
- Dragon Claw: 2 Melee Attacks: +5 to hit, range 5 ft., one target. On hit: 11 (3d6) dragon damage. If you hit both times your speed increases by 5 feet for the rest of combat.
- Bonemerang: Ranged Attack: +5 to hit, range 30 ft., one target. On hit: 17 (4d6+3) ground damage
Meganium
Medium Pokémon, Grass-type, level 6
- Hit Points: 66 (6d12-6)
- Armor Class: 20 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +3
- Speed: 40 feet, can run and swim (½)
STR DEX CON 11(+0) 8(-1) 8(-1) INT WIS CHA 15(+2) 18(+4) 16(+3)
- Saving Throws: Intelligence+5, Wisdom+7
- Weaknesses: Fire, Flying, Ice, Bug, Poison
- Resistances: Electric, Grass, Ground, Water
Skills
Overgrow: When this Pokémon is at half or less its maximum health (33 hp), it doubles its proficiency bonus on Grass-Type moves.
Moves
- Sleep Powder: targets everything inside a 10-foot sphere emanating from a point within 20 feet. Targets must make a DC 15 (18 with Overgrow) Constitution save. On a fail: targets fall asleep.
- Resin Aegis: You give a creature 20 (5d6+10) temporary hit points. With Overgrow, 26 (5d6+16).
Cinderace
Medium Pokémon, Fire-type, level 6
- Hit Points: 72 (6d10+12)
- Armor Class: 11 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +3
- Speed: 40 feet, can run and swim (½)
STR DEX CON 16(+3) 18(+4) 15(+2) INT WIS CHA 8(-1) 11(+0) 8(-1)
- Saving Throws: Strength+6, Dexterity+6
- Weaknesses: Water, Rock, Ground
- Resistances: Steel, Bug, Grass, Fairy, Fire, Ice
Skills
Blaze: When this Pokémon is at half or less its maximum health (36 hp), it doubles its proficiency bonus on Fire-Type moves.
Moves
- Fire Punch: 2 Melee Attacks: +6 (+9 with Blaze) to hit, range 5 ft., one target. On hit: 10 (2d6+3) fire damage.
- Flame Burst: Ranged Attack: +7 (+10 with Blaze) to hit, range 60 ft., one target. On hit: 18 (4d6+4) fire damage. Deals 3 fire damage to everything within 5 feet of the target with an AC lower than the attack roll.
Samurott
Medium Pokémon, Water-type, level 6
- Hit Points: 72 (6d10+12)
- Armor Class: 11 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +3
- Speed: 40 feet, can run and swim
STR DEX CON 18(+4) 8(-1) 15(+2) INT WIS CHA 16(+3) 8(-1) 11(+0)
- Saving Throws: Strength+7, Intelligence+6
- Weaknesses: Electric, Grass
- Resistances: Steel, Water, Fire, Ice
Skills
Torrent: When this Pokémon is at half or less its maximum health (36 hp), it doubles its proficiency bonus on Water-Type moves.
Moves
- Bubble Beam: targets everything inside a 60-foot long 5-feet wide line emanating from you. Targets must make a DC 14 (17 with Torrent) Dexterity save. On a fail: 13 (5d4) water damage and targets are wet.
- Razor Shell: 2 Melee Attacks: +7 to hit (+10 with Torrent), range 5 ft., one target. On hit: 9 (1d8+4) water damage and AC of the target is lowered by 3 for the rest of the fight (not stackable).
Zygarde 50%
Huge Pokémon, Ground/Dragon-type, level 9
- Hit Points: 63 (9d8-9)
- Armor Class: 18 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +4
- Speed: 40 feet, can run and swim
STR DEX CON 18(+4) 16(+3) 8(-1) INT WIS CHA 8(-1) 16(+3) 12(+1)
- Saving Throws: Intelligence+4, Wisdom+7
- Vulnerabilities: Ice
- Weaknesses: Dragon, Fairy
- Resistances: Fire, Rock, Poison
- Immunities: Electric
Skills
Aura Break: This Pokémon, after hitting another creature, prevents the target from using all Masteries until this Pokémon faints or attacks another creature.
Legendary Mastery
Gain 1 Cells (3 Players) or 2 Cells (4 Players) at the start of each turn and 3 Cells when either Meganium, Samurott or Cinderace is KOed. You lose all Cells if you are KOed.
Perfection: When you start your turn with 6 Cells or more, you turn into Perfect Zygarde. Resurrection: When you start your turn with 3 Cells or more and you are KO, you consume 3 Cells,recover all of your Hit Points and heal from all conditions.
Moves
- Dig: 2 Melee Attacks: +8 to hit, range 5 ft., one target. On hit: 15 (2d10+4) ground damage. You can also gain burrow speed instead.
- Bonemerang: 2 Ranged Attacks: +7 to hit, range 30 ft., one target. On hit: 12 (2d8+3) ground damage.
- Sand Tomb: targets up to 4 different creatures within 30 feet. Targets must make a DC 16 Strength save. On a fail: 18 (4d6+4) ground damage and is restrained. Restrained creatures will fail this save automatically.
- Dragon Pulse: targets every creature within a 60-feet long 5-feet wide line emanating from you. Targets must make a DC 11 Dexterity save. On a fail: 24 (7d6-1) dragon damage.
Perfect Zygarde
Huge Pokémon, Ground/Dragon-type, level ??
- Hit Points: 140 (20d8-20)
- Armor Class: 20 (10+Proficiency+WIS+CHA)
- Proficiency bonus: +6
- Speed: 40 feet, can run and swim
STR DEX CON 18(+4) 16(+3) 8(-1) INT WIS CHA 18(+4) 16(+3) 12(+1)
- Saving Throws: Intelligence+10, Wisdom+9
- Vulnerabilities: Ice
- Weaknesses: Dragon, Fairy
- Resistances: Fire, Rock, Poison
- Immunities: Electric
Skills
Legendary Mastery
Gain 1 Cells (3 Players) or 2 Cells (4 Players) at the start of each turn and 3 Cells when either Meganium, Samurott or Cinderace is KOed. You lose all Cells if you are KOed.
MEGA-ROGUE: When you start your turn with 20 Cells or more, you mega evolve and you shoot with a giant cannon, laying the entire Lumiose City to waste.
Resurrection: When you start your turn with 3 Cells or more and you are KO, you consume 3 Cells, recover all of your Hit Points and heal from all conditions.
Moves
Thousand Waves: 5 Melee Attacks: +10 to hit, range 5 ft., one target. On hit: 10 (1d10+4) ground damage. You can also gain burrow speed instead. Thousand Arrows: 5 Ranged Attacks: +9 to hit, range 30 ft., one target. On hit: 8 (1d8+3) ground damage and the target cannot fly anymore. This move has effect on creatures immune to the ground type.
Land’s Wrath: targets up to 4 different creatures within 30 feet. Targets must make a DC 18 Strength save. On a fail: 22 (4d8+4) ground damage and is restrained. Restrained creatures will fail this save automatically. Core Enforcer: targets every creature within a 60-feet long 5-feet wide line emanating from you. Targets must make a DC 18 Dexterity save. On a fail: 29 (7d6+4) dragon damage and their skills are deactivated for the rest of the combat.