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Lumiose Adventures
\pagebreak # 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! \columnbreak ## 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?usp=sharing), 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: * [What is an Active Pokémon](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.3q7ijn8zlgk6) * [What are Pokémon types and how do they interact with each other](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.1n9a67weqjb) * [How Pokémons move around](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd) * [Flanking, falling and opportunity attacks](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.wqtrvng1hatf) * [Adrenaline surges](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.n993fru3fy4n) * [Status conditions (only the first paragraphs)](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.a6xq8opf6pe5) * [Battle etiquette](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.lz0hmk5h1wg9) * [How PP works](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.gx5ccmd8dugj) ### Player's Character sheets * [Oneshot N.1 - Player Character sheets](https://www.gmbinder.com/share/-Oblu6m5KyxGnNMN8cVy) * [Oneshot N.2 - Player Character sheets](https://www.gmbinder.com/share/-OcG2FcUNT17VwC5CO8R) * [Oneshot N.3 - Player Character sheets](https://www.gmbinder.com/share/-OdJCibgxFuLYhSGA7OF)
Part 1 | Introduction
\pagebreakNum # 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. \columnbreak
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.
Oneshot n.1 | Wild and mischievious
\pagebreakNum ### 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. \columnbreak ________ > ## Machop >*Tiny Pokémon, Fighting-type, level 1* >___ > - **Hit Points:** 22 (1d10+2+10) > - **Armor Class:** 13 (10+Proficiency+WIS+CHA) > - **Proficency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.2cva9zklkbdo):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.3964ucclxzi9):** deal 6 (1d6+2) fighting damage to an adjacent creature. **4 PP**.
Oneshot n.1 | Wild and mischievious | Artist - voncricket
\pagebreakNum ### The Wild Zone [Here is a map for playing on VTT](https://content.encounterkit.com/cdn-cgi/image/width=3840,quality=75,format=auto/https://content.encounterkit.com/map/preview/e32df351c5e46b599e97d92ab7576926.webp) ~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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.ncecnjwk8222) 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. \columnbreak #### 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.
Oneshot n.1 | Wild and mischievious
\pagebreakNum ________ > ## Nacli >*Tiny Pokémon, Rock-type, level 1* >___ > - **Hit Points:** 14 (1d12+2) > - **Armor Class:** 14 (10+Proficiency+WIS+CHA) > - **Proficency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.vsftmjpxdyde):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.95n2bzimicnj):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.p6ex2fh335) 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. \columnbreak ________ > ## Flabèbè >*Tiny Pokémon, Fairy-type, level 1* >___ > - **Hit Points:** 9 (1d10-1) > - **Armor Class:** 13 (10+Proficiency+WIS+CHA) > - **Proficency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.8y3tp7d2e6hk):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.opwnsn1qroz6):** Range 60 ft., *As a bonus action:* a willing creature within range gains 5 (1d4+2) [temporary hit points](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.qixp7eiji8ms).
Oneshot n.1 | Wild and mischievious | Artist - Uknown
\pagebreakNum ________ > ## Hoppip >*Tiny Pokémon, Grass/Flying-type, level 1* >___ > - **Hit Points:** 10 (1d10) > - **Armor Class:** 15 (10+Proficiency+WIS+CHA) > - **Proficency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.g6l3y9pdv8f1):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.dzrllm4pz2g7):** Touch a willing creature. It gains 11 (2d8+2) [temporary hit points](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.qixp7eiji8ms). \columnbreak ________ > ## 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.bn67i06sr1sp):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.3kkwpnc7ofm):** *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.
Oneshot n.1 | Wild and mischievious | Artist - Josv
\pagebreakNum
Oneshot n.2 | The Z-A royale | Artist - Nish0530
\pagebreakNum # 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.
Oneshot n.2 | The Z-A royale | Image from Niantic - Pokemon GO
\pagebreakNum ### 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. \columnbreak ### 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](https://i0.wp.com/2minutetabletop.com/wp-content/uploads/2022/11/Medieval-City-Streets-and-Center-map-combo-preview-2.jpg?w=795&ssl=1) 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.uzegzrmkkqch) on it. Pecha Berries heal the poisoned condition.
Oneshot n.2 | The Z-A royale | Official artwork from Pokémon ZA
\pagebreakNum #### Hidden Cameras All around the Battle Zone there are hidden Rotom Phones recording what is happening. Players might hear a faint cry from these Pokémon every now and then, but they must succeed a DC 20 Perception check to find any. The DC is reduced to 15 if someone tells them these Rotoms are around. They might try to surprise and catch one they've found with an Animal Handling check DC 12. If they fail, the Rotom will run away, potentially luring the group in an ambush set up by other trainers or wild Pokémon. #### 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. \columnbreak
#### 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.
Oneshot n.2 | The Z-A royale | Artist - Unknown
\pagebreakNum #### 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.
Oneshot n.2 | The Z-A royale | Artist - Illulinchi
\pagebreakNum ___ > ## Mudsdale >*Large Pokémon, Ground-type, level 3* >___ > - **Hit Points:** 46 (3d10+6+10) > - **Armor Class:** 13 (10+Proficiency+WIS+CHA) > - **Proficiency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.opbx7uh8j0pr):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.9anxdx9forgr):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rycllzpq71q5):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.3sh4ph7kbvu0):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.2o18tjr2l7r) and your turn ends. **4 PP** \columnbreak ___ > ## 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.bniuu9s3ud1f):** *Melee Attack:* +4 to hit, range 15 ft., one target. *On hit:* 15 (2d12+2) grass damage. **4 PP**. > - **[Confuse Ray](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.dbxbomtsohfs):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.b60vkxri5woi). If already confused, they take 10 (4d4) ghost damage. **4 PP**. > - **[Shadow Claw](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.73rp542wgm4y):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.6o15ie3w0s5y):** 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**
Oneshot n.2 | The Z-A royale | Artist - Unknown
\pagebreakNum ________ > ## Venipede >*Tiny Pokémon, Bug/Poison-type, level 2* >___ > - **Hit Points:** 18 (2d10-2) > - **Armor Class:** 14 (10+Proficiency+WIS+CHA) > - **Proficiency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.fgkns32zkt8n), otherwise it is immune to this skill until the beginning of its next turn. > ### Moves > - **[Poison Jab](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.jtvgcngbok9t):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.fgkns32zkt8n) on a fail. > - **[Vitriol Scales](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.wvpg51cnw9ty):** *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. \columnbreak ________ > ## 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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 > - **[Bug Bite](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.amdtg5edls18):** *2 Melee Attacks:* +6 *(+9 with Swarm)* to hit, range 5 ft., one target. *On hit:* 10 (2d6+3) bug damage. > - **[U-Turn](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rc8uw1zed9kj):** *Melee Attack:* +5 *(+8 with Swarm)* to hit, range 5 ft., one target. *On hit:* 16 (4d6+2) bug damage. Then you can move 30 feet without provoking opportunity attacks.
Oneshot n.2 | The Z-A royale | Artist - qqq2ww
\pagebreakNum
___ > ## Bayleef >*Small Pokémon, Grass-type, level 4* >___ > - **Hit Points:** 54 (4d12-4+10) > - **Armor Class:** 18 (10+Proficiency+WIS+CHA) > - **Proficiency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.5esyoxvtlotu):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.nb7wkm1pmxv2):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.dzrllm4pz2g7):** You gain 17 (4d6+3) temporary hit points. **5 PP**. > - **[Leafage](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.k10u3oii3u35):** *Melee Attack:* +5 *(+7 with Overgrow)* to hit, range 5 ft., one target. *On hit:* 12 (2d8+3) grass damage. **PP-Less**. \columnbreak
___ > ## Dewott >*Small Pokémon, Water-type, level 4* >___ > - **Hit Points:** 58 (4d10+8+10) > - **Armor Class:** 11 (10+Proficiency+WIS+CHA) > - **Proficiency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.3vfjhil0gu69):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.agdk939a6ddk). **5 PP**. > - **[Karate Chop](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.2cva9zklkbdo):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.d9lp6atoa55c):** You add your proficiency bonus again to all your attack rolls and move DCs for 1 minute (concentration). **1 PP**. > - **[Bubble](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.758thagvttay):** *Melee Attack:* +4 *(+6 with Torrent)* to hit, range 5 ft., one target. *On hit:* 11 (2d8+2) water damage. **PP-Less**.
Oneshot n.2 | The Z-A royale | Artist - Unknown
\pagebreakNum ___ > ## Raboot >*Small Pokémon, Fire-type, level 4* >___ > - **Hit Points:** 58 (4d10+8+10) > - **Armor Class:** 11 (10+Proficiency+WIS+CHA) > - **Proficiency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.vx7dmvooxsjk):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.fv6irv2j314i):** *Melee Attack:* +5 *(+7 with Blaze)* to hit, range 5 ft., one target. *On hit:* 16 (2d12+3) fire damage. **5 PP**. > - **[Flame Charge](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.70wth4h1ujuy):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.ng6qmx19bst7):** *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**. \columnbreak ___ > ## 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.e22njos8nv6n). > ### Moves > - **[Fly](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.33u5tsex04g7):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.jtvgcngbok9t):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.fgkns32zkt8n) on a fail. > - **[Wing Attack](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.ivlm8n7se2w0):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.qypwtno09y4d):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.fgkns32zkt8n). **3 PP**.
Oneshot n.2 | The Z-A royale | Artist - えんや
\pagebreakNum ________ > ## Nickit >*Small Pokémon, Dark-type, level 2* >___ > - **Hit Points:** 24 (2d12) > - **Armor Class:** 13 (10+Proficiency+WIS+CHA) > - **Proficiency bonus:** +2 > - **[Speed](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.3kkwpnc7ofm):** *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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.xi4vvhpjcn67):** Activate as a bonus action. Lasts 1 minute and requires concentration. Reactivate as a bonus action to deal +3 damage on your next move. \columnbreak
___ > ## 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rswzrnuyeqbd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.uxnr6txojsd):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.971y6tz9fxl). **5 PP**. > - **[Fire Blast](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.rg5z2kltogag):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.o3nlre6qvvji):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.971y6tz9fxl). **5 PP**. > - **[Outrage](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.47p4la9sue8r):** 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](https://docs.google.com/document/d/1ypth8M3Wn42h6MkctPfx_kyapMVfpIzXGhP_U4Vpu4M/edit?tab=t.0#heading=h.tugtoeefb76x). **5 PP**.
Oneshot n.2 | The Z-A royale | Artist - akagi
\pagebreakNum
Oneshot n.3 | Mega-rogue | Artist - Nish0530