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Pokemon battle

Introduction

In this Dungeons & Dragons one shot adventure the players enter the world of “Pokémon”. In this future version of the Pokémon world, trainers are able to change into Pokémon themselves and fight to become the bests Druids of them all.

What do you need to know about Pokémon?

Some knowledge of the Pokémon universe is required, like how battles usually go, what different attacks might do and how typing effects Pokémon differently. Further knowledge is not required, but does give colour to the world through references to known locations and characters.

What do you need to know about Dungeons & Dragons?

You or part of your group need a base understanding of the game and one needs to be able to take on the role of the Dungeon Master.

Available character options

All player characters are human Druids, able to become a certain set of Pokémon. This adventure is recommended to be played with 3 to 6 players and can be balanced by scaling their Druid levels up or down between levels 7 (with 3 players) and level 5 (with 6 players). At these levels, Druids are able to change into two different Pokémon. In human form, all ability scores are 10 which gives them +0 to all checks.

Players can choose between 6 Druid backgrounds and are all able to take the shapes of 2 Pokémon.

Jr. Green Druid: Ivysaur & Pidgeotto
Jr. Red Druid: Charmeleon & Nidorina
Jr. Blue Druid: Wartortle & Butterfree
Scientist: Voltorb & Koffing
Pokéfan: Growlithe & Pikachu
Psychic:  Kadabra & Slowpoke

The stats and attacks of these Pokémon can be found at the bottom of the adventure.

Healing your Pokémon forms

Pokémon forms keep any damage and status effects they have taken until they have taken a long rest or visit a Pokémon center. A short rest at this Druid level heals all their Pokémon forms for 3d10 HP, but that only works once a day.

Bonus actions, actions and reactions

Transforming into a Pokémon takes only a bonus action, but transforming out of it takes a whole action. This means that it takes your entire turn if you want to switch Pokémon form. Any attack takes a full action, and as a reaction you can only perform physical attacks.

Running this one shot

This one shot covers a lot that might happen during this adventure and goes into detail of how the locations the players come across look and feel. Despite that, players tent to do stuff, meet people and go to places they are not supposed to. It is your job as the Dungeon Master to fill in gaps where necessary and steer them back towards the main plot.

Text in boxes can be read out loud to the players when the conditions above or in them are met.

In this world, Pokémon are everywhere, but not everyone is a Druid or has a Pokémon as a pet. Keep this into account when adding or editing encounters, puzzles or locations.

Tip: Turn on a Pokémon background music playlist.

This Pokémon D&D one shot is available for free.

Expand this adventure with printable documents of:
– An easy access, print ready version of this adventure in English and Dutch
Miniatures of the playable and enemy Pokémon
– 3 battlemaps
These are all available for only €10,-

Do you want to create your own Pokémon adventure in D&D? Check out my “Pokémon D&D Adaptation guide” which includes:
– A printable guide on rule adaptations
– A stat calculator

Adventure start

Hello there! Welcome to the world of Pokémon! My name is Oak! People call me the Pokémon Prof! This world is inhabited by creatures called Pokémon! For some people, Pokémon are pets. In other regions of the world people use them for fights. Myself… I study Pokémon as a profession, and together with Pokémon researcher Bill we have perfected our DNA evolving machine. This machine allows everyone, who undergoes the one-time procedure, to change into Pokémon. With this we have made the barbaric fighting with actual Pokémon illegal. Trainers can still partake in Pokémon battles, as long as they are the ones who become the Pokémon. These new types of trainers are called Druids. By studying and connecting with wild Pokémon, Druids are able to take the form of said Pokémon. By training and fighting as these Pokémon they level themselves up, and are able to become higher level Pokémon and learn their strongest attacks.

You and your friends underwent the procedure, spent your time levelling up as Druids and have entered yourselves into the Pallet Town Druid Tournament. Your very own Pokémon legend is about to unfold! A world of dreams and adventures awaits! Let’s go!

Before you enter the arena, tell me a little bit about who each of you all are, how you look, how you know each other and what your team name for this tournament is. If you want, you can take a minute to prepare for the battle.

When entering the arena
Entering the large, oval arena you hear the announcer say “And our first contestants are the [team name]!” to the roars of a thunderous crowd. On the other end you see the opposing team enter. They are [number of player] broad shouldered, shirtless men with headbands. The announcer continues with “They will be fighting the Karate Kings!”. “You all know the rules, you each get only 1 Pokémon form. No switching or forced switching allowed. The last team with at least one Druid left in their Pokémon form wins. Are you ready? 3.. 2.. 1.. BEGIN!!”. In a split second you all change into your Pokémon form, which form do each of you take? At the other end of the field you see that your opponents took the form of Machops and Mankey(s) (equal amount as the PC’s). All of them are ready for action. Roll for initiative.

Machop

Superpower Pokémon

HP 42 (Lvl 5), 46 (Lvl 6), 50 (Lvl 7)
AC 10 (Lvl 5), 11 (Lvl 6), 11 (Lvl 7)
Speed 25 feet
Initiative -1
Saving throw -1

Attacks:

Low Kick +1 to hit. Reach is 5 feet. 2d8 + level Fighting damage on a hit. On a natural 20, the target is flinched and can’t attack the following turn.
Leer Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Focus Energy All the users physical attacks are critical hits on a natural 19 or 20, and special attacks are critical on a natural 1 or 2 on the opponents saving throw. This effect lasts till the end of the battle.
Karate Chop +3 to hit. Reach is 5 feet. 2d8 + level Fighting damage on a hit. This attack is a critical hit on a natural 19 and 20.
Seismic Toss +3 to hit. Reach is 5 feet. On a hit it deal Fighting damage equal to twice the users level.

Type effectiveness:
Weak to (damage x2): Flying, Psychic, Fairy
Resistant to (damage x1/2): Rock, Bug, Dark

Mankey

Pig Monkey Pokémon

HP 22 (Lvl 5), 24 (Lvl 6), 25 (Lvl 7)
AC 9 (Lvl 5), 10 (Lvl 6), 10 (Lvl 7)
Speed 40 feet
Initiative +1
Saving throw +0

Attacks:

Scratch +3 to hit. Reach is 5 feet. 2d6 + level Normal damage on a hit.
Leer Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Low Kick +1 to hit. Reach is 5 feet. 2d8 + level Fighting damage on a hit. On a natural 20, the target is flinched and can’t attack the following turn.
Karate Chop +3 to hit. Reach is 5 feet. 2d8 + level Fighting damage on a hit. This attack is a critical hit on a natural 19 and 20.
Fury Swipes -1 to hit. Reach is 5 feet. On a hit, roll a d8. This number, divided by 2 (rounded up) and +1 is how many d6’s + level Normal damage it deals.

Type effectiveness:
Weak to (damage x2): Flying, Psychic, Fairy
Resistant to (damage x1/2): Rock, Bug, Dark

When winning/losing the fight
With that last hit you hear the announcer loudly proclaim “They are down and out! The winners are..”, but a huge explosion cuts him off. One of the stadium walls is blown open. Through the smoke and debris you see two people with a big letter “R” on their shirt recalling their fainted Koffing back into it’s Pokéball. Before you get a chance to react you see them take the tournament cup, filled with prize money and run away towards the harbour.

Going to the harbour
Coming outside, you see the Rocket grunts on a boat, disappear in the distance, leaving the harbour of Pallet town empty, save for a single rickety fishing boat, lit by a small, flickering gaslamp.

When approaching the boat
In the boat you see an old man with a Spearow on his shoulder. The man notices you and says (with a southern accent) “Howdy! Are you guys with those other fellers? They were leaving in quite a hurry. The name is Hank, who are you?”.

Hank

Hank is an happy, old and helpful man that lives on his small boat and spends his day taking care of the Pokémon of the sea. Hank has a Goldeen in her Pokéball and a Spearow on his shoulder that he loves dearly. He would never use them for fighting.

He knows that the only place that small Rocket boat could have gone to is Cinnabar Island, but there is nothing there except for the volcano that erupted years ago and desolated everything. He will take them there when asked. It takes about two hours for the boat to reach Cinnabar Island, so the players have the opportunity to take a short rest if needed.

Arriving on Cinnabar Island
“Well kids, this is Cinnabar Island. Or at least what’s left of it.” On the island some small plants and trees have started to sprout, but save for one very lush looking bush there is nothing except the huge, sleeping volcano, covered in black rock.

When investigating the bush
Looking closer it is very obvious that the bush is fake. Behind it is a cave, filled with dozens of boats. At the end of the cave is a hole which seems to be the top of a steep slide.

When going through the slide
You go down the slide and gain a speed that would definitely hurt if it came to a sudden stop, but right when you get the chance to worry about it, you land on something that feels like a trampoline. You bounce onwards and all make a safe landing. Looking around you find yourselves in a cave like room which is large and barren, except for the enormous Ditto you all bounced off of. This Ditto is about 5 times the size of a normal one and it is standing in the way of the only door out. It doesn’t look pleased to see you. Roll for initiative.

The Ditto changes into a huge version of one of the PC’s Pokémon at random. You can use the level 7 stats of that Pokémon and add +40 HP, +3 AC, +3 on Saving throws and double any damage the Ditto deals.

When Ditto is defeated
After that last hit it transforms back into a giant, unconscious Ditto. You can now reach the large door it was guarding.

This Pokémon D&D one shot is available for free.

Expand this adventure with printable documents of:
– An easy access, print ready version of this adventure in English and Dutch
Miniatures of the playable and enemy Pokémon
– 3 battlemaps
These are all available for only €10,-

Do you want to create your own Pokémon adventure in D&D? Check out my “Pokémon D&D Adaptation guide” which includes:
– A printable guide on rule adaptations
– A stat calculator

When going through the door
Behind the door you find a small room with two doors and three switches. The switches are all in the ‘up’ position.

The doors are locked. There are 8 possible combinations achievable with the switches:
Up Up Up The doors are locked
Up Up Down The doors are locked
Up Down Up A shock goes through the switches, paralyzing the Druid and all it’s Pokémon forms. During battle, their speed is halved and before each attack they must roll a d4. On a 1 the attack fails.
Down Up Up The doors are locked
Up Down Down The second door opens. Behind it you see a long hallway.
Down Up Down The first door opens. Behind it you find a small closet with a Super Potion. You can use your action in battle to use this on a Pokémon form for +30 HP.
Down Down Up The doors are locked
Down Down Down The doors are locked

When going into the hallway
50 feet into the long hallway you find yourselves on 4-way intersection. There are three signs that say that on the left is the “Rocket Grunt training camp”, on the right is the “Healing hotspring” and forward is the “Directors office”.

When going to the “Rocket Grunt training camp”
At the end of a small hallway you find yourselves at a (locked) door. Behind it you hear at least 30 people, talking about the various crimes they have committed.

When going to the “Healing hotspring”
The corridor continues into a small natural cave, filled with stalagmites, stalactites and several steaming pools of water with a stack of towels next to them.

When entering a hotspring
Entering the hot water you feel all the stress and any injuries you might have had wash away. After 10 minutes in the spring you are fully healed.

When going to the “Directors office”
Going forward and rounding a corner you find yourselves face to face with a startled Rocket Grunt. “How did you get past the Ditto without the password?! Nevermind, I’m going to tell on you to the Director!”. After that he throws open the double door and rushes into the office. Through the doors you see a second Rocket Grunt, handing over the tournament cup to an older man in a black suit. They all spot you, reach for their Pokéballs and call out for their Weezing, Muk, Nidoking and Kangaskhan. Roll for initiative.

Muk

Sludge Pokémon

HP 80
AC 13
Speed 30 feet
Initiative +0
Saving throw +3

Attacks:

Poison Gas Range: A target within 15 feet. The target makes a DC 9 saving throw. On a hit the target is poisoned and takes 1d4 damage at the end of each of their turns.
Pound +3 to hit. Reach is 5 feet. 2d8 + 7 Normal damage on a hit.
Harden The user gets a +2 bonus to their AC.
Minimize The user gets a +1 bonus to their AC and a +1 on saving throws.

Type effectiveness:
Weak to (damage x2): Ground, Psychic
Resistant to (damage x1/2): Fighting, Poison, Bug, Grass, Fairy

Weezing

Poison Gas Pokémon

HP 45
AC 15
Speed 30 feet
Initiative +1
Saving throw +1

Attacks:

Poison Gas Range: A target within 15 feet. The target makes a DC 9 saving throw. On a hit the target is poisoned and takes 1d4 damage at the end of each of their turns.
Tackle +2 to hit. Reach is 5 feet. 2d6 + 7 Normal damage on a hit.
Smog Range: A target within 15 feet. The target makes a DC 9 saving throw. 1d6 +7 Poison damage on a hit. If the saving throw is 4 or lower the target is also poisoned and takes 1d4 damage at the end of each of their turns.
Selfdestruct +3 to hit. Reach is a 10 foot radius sphere. The users HP drops to 0. 8d10 + 7 Normal damage on a hit.
Sludge Range: A target within 15 feet.The target makes a DC 15 saving throw. 3d6 + 7 Poison damage on a hit. If the saving throw is 6 or lower the target is also poisoned and takes 1d4 damage at the end of each of their turns.
Smoke Screen Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s physical attacks have -1 to hit and the DC of their special attack saving throws have -1.

Type effectiveness:
Weak to (damage x2): Ground, Psychic
Resistant to (damage x1/2): Fighting, Poison, Bug, Grass, Fairy

Nidoking

Drill Pokémon

HP 56
AC 13
Speed 50 feet
Initiative +2
Saving throw +2

Attacks:

Tackle +2 to hit. Reach is 5 feet. 2d8 + 7 Normal damage on a hit.
Horn Attack +3 to hit. Reach is 5 feet. 3d8 + 7 Normal damage on a hit.
Double Kick +3 to hit. Reach is 5 feet. 4d8 + 7 Fighting damage on a hit.
Poison Sting +3 to hit. Reach is 5 feet. On a hit the target takes 1d8 + 7 Poison damage and must make a DC 5 saving throw. On a failed save the target is poisoned and takes 1d4 damage at the end of each of their turns.
Thrash +3 to hit. Reach is 5 feet. 4d6 + 7 Normal damage on a hit. This attack continues for 1d4 rounds.

Type effectiveness:
Weak to (damage x2): Ground, Water, Psychic, Ice
Immune to (damage x0): Electric
Resistant to (damage x1/2): Fighting, Rock, Bug, Fairy
Double resistant to (damage x1/4): Poison

Kangaskhan

Parent Pokémon

HP 80
AC 13
Speed 50 feet
Initiative +2
Saving throw +2

Attacks:

Comet Punch +0 to hit. Reach is 5 feet. On a hit, roll a d8. This number, divided by 2 (rounded up) and +1 is how many d8’s + 7 Normal damage it deals.
Leer Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Bite +3 to hit. Reach is 5 feet. 3d8 +7 Dark damage on a hit.
Tail Whip Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Mega Punch +0 to hit. Reach is 5 feet. 4d6 + 7 Normal damage on a hit.

Type effectiveness:
Weak to (damage x2): Fighting
Immune to (damage x0): Ghost

After the first explosive or ground attack
After that massive hit the ground start to shake and an alarm starts to blare. Over the intercom you hear “Warning, structural integrity compromised. Evacuate immediately.”

After winning the fight
With their last Pokémon defeated, Giovanni says through gritted teeth “Okay, take your cup. You may have stopped us for now, but Team Rocket will rise again!”. The ground starts to shake more and more. Cracks start to appear in the floors and ceiling. Then he takes out an Escape Rope and he and his goons are gone in a flash. In a corner you see more Escape Ropes lying about.

When using the Escape Ropes
You leave the office in a flash and find yourself back outside at the top of the slide. The boats are gone, but you see a Spearow circling in the air above you and leading you to the other end of the island. Following the Spearow you see that Hank has found himself a safe little alcove. “Ah, you are back! By the looks of the mountain, you’ve had quite an adventure in there. Ready to get back now?” As he says that the volcano starts to erupt and Hank is setting sail in a hurry.

End Credits
“And so, our heroes sail back to Pallet Town. They have foiled the plans of Team Rocket today, but this adventure is not their last. Many more await them in this amazing world of Pokémon.”

This Pokémon D&D one shot is available for free.

Expand this adventure with printable documents of:
– An easy access, print ready version of this adventure in English and Dutch
Miniatures of the playable and enemy Pokémon
– 3 battlemaps
These are all available for only €10,-

Do you want to create your own Pokémon adventure in D&D? Check out my “Pokémon D&D Adaptation guide” which includes:
– A printable guide on rule adaptations
– A stat calculator

Playable Pokémon stat sheets

Ivysaur

Seed Pokémon

HP 35 (Lvl 5), 38 (Lvl 6), 41 (Lvl 7)
AC 11 (Lvl 5), 12 (Lvl 6), 12 (Lvl 7)
Speed 30 feet
Initiative +1
Saving throw +2

Attacks:

Tackle +2 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Growl Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target reduces the attack damage of physical attacks by 1d4. The damage can not go lower than 1.
Leech Seed Range: A target within 15 feet.The target makes a DC 13 saving throw. On a hit the target is seeded and takes 1d4 damage at the end of each of their turns. The user of this attack gets half of the damage dealt. This attack does not work on grass Pokémon.
Vine Whip Range: A target within 15 feet. The target makes a DC 15 saving throw. 2d6 + level Grass damage on a hit.
Poison Powder Range: A target within 15 feet. The target makes a DC 10 saving throw. On a hit the target is poisoned and takes 1d4 damage at the end of each of their turns.
Sleep Powder Range: A target within 15 feet. The target makes a DC 10 saving throw. On a hit the target is fast asleep. At the start of each of their turns they can re-roll the saving throw. On a succes they wake up and can take their turn. On a fail they remain asleep and skip their turn.
Razor Leaf (6+) Range: A target within 15 feet. The target makes a DC 14 saving throw. 2d8 + level Grass damage on a hit.

Type effectiveness:
Weak to (damage x2): Flying, Fire, Psychic, Ice
Resistant to (damage x1/2): Fighting, Water, Electric, Fairy
Double resistant to (damage x1/4): Grass

Pidgeotto

Bird Pokémon

HP 37 (Lvl 5), 40 (Lvl 6), 44 (Lvl 7)
AC 10 (Lvl 5), 11 (Lvl 6), 11 (Lvl 7)
Speed 40 feet
Initiative +2
Saving throw +0

Attacks:

Tackle +2 to hit. Reach is 5 feet. 1d8 + level Normal damage on a hit.
Sand-Attack Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s physical attacks have -1 to hit and the DC of their special attack saving throws have -1.
Gust Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d8 + level Flying damage on a hit.
Quick Attack +3 to hit. Reach is 5 feet. 1d8 + level Normal damage on a hit, and the user gains 10 extra feet of movement during this turn.
Whirlwind (6+) Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target is blown backwards 20 feet OR changes into a different Pokémon. If the target has 2 or more alternate Pokémon forms, roll to randomize. This attack is not allowed in tournament battles.

Type effectiveness:
Weak to (damage x2): Rock, Electric, Ice
Immune to (x0): Ground, Ghost
Resistant to (damage x1/2): Bug, Grass

Charmeleon

Flame Pokémon

HP 34 (Lvl 5), 37 (Lvl 6), 40 (Lvl 7)
AC 11 (Lvl 5), 12 (Lvl 6), 12 (Lvl 7)
Speed 40 feet
Initiative +2
Saving throw +1

Attacks:

Scratch +3 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Growl Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target reduces the attack damage of physical attacks by 1d4. The damage can not go lower than 1.
Ember Range: A target within 15 feet. The target makes a DC 15 saving throw. 2d6 + level Fire damage on a hit. On a 1 the target is Burned and takes 1d4 damage at the end of each of their turns.
Smoke Screen Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s physical attacks have -1 to hit and the DC of their special attack saving throws have -1.
Rage +3 to hit. Reach is 5 feet. 1d6 + level Normal damage on a hit. On a hit the user can no longer use any other attack than Rage until there are no more opponents or the user is knocked-out.
Scary Face (7+) Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s speed is halved.

Type effectiveness:
Weak to (damage x2): Ground, Rock, Water
Resistant to (damage x1/2): Bug, Steel, Fire, Grass, Ice, Fairy

Nidorina

Poison Pin Pokémon

HP 42 (Lvl 5), 46 (Lvl 6), 50 (Lvl 7)
AC 11 (Lvl 5), 12 (Lvl 6), 12 (Lvl 7)
Speed 30 feet
Initiative +1
Saving throw +0

Attacks:

Growl Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target reduces the attack damage of physical attacks by 1d4. The damage can not go lower than 1.
Tail Whip Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Tackle +2 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Scratch +3 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Double Kick +3 to hit. Reach is 5 feet. 2d10 + level Fighting damage on a hit.
Poison Sting +3 to hit. Reach is 5 feet. On a hit the target takes 1d6 + level Poison damage and must make a DC 5 saving throw. On a failed save the target is poisoned and takes 1d4 damage at the end of each of their turns.

Type effectiveness:
Weak to (damage x2): Ground, Psychic
Resistant to (damage x1/2): Fighting, Poison, Bug, Grass, Fairy

Wartortle

Turtle Pokémon

HP 35 (Lvl 5), 37 (Lvl 6), 41 (Lvl 7)
AC 12 (Lvl 5), 13 (Lvl 6), 13 (Lvl 7)
Speed 30 feet
Initiative +1
Saving throw +2

Attacks:

Tackle +2 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Tail Whip Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Bubble Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d6 + level Water damage on a hit.
Withdraw The user gets a +2 bonus to their AC.
Water Gun Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d10 + level Water damage on a hit.
Bite +3 to hit. Reach is 5 feet. 2d8 + level Dark damage on a hit.
Rapid Spin (7+) +2 to hit. Reach is 5 feet. 1d6 + level Normal damage on a hit. This attack ends any binding effects or Leech Seed on the user.

Type effectiveness:
Weak to (damage x2): Grass, Electric
Resistant to (damage x1/2): Steel, Fire, Water, Ice

Butterfree

Butterfly Pokémon

HP 35 (Lvl 5), 38 (Lvl 6), 41 (Lvl 7)
AC 10 (Lvl 5), 11 (Lvl 6), 11 (Lvl 7)
Speed 40 feet
Initiative +1
Saving throw +2

Attacks:

Confusion Range: A target within 15 feet. The target makes a DC 15 saving throw. 2d8 + level Psychic damage on a hit. On a 1 on the saving throw the target is confused. When attacking they roll a d20. On a 9 or lower the targets hits itself for 1d6 damage. On a 10 or higher the attack happens normally. On a 19 or 20 they are confused no more.
Poison Powder Range: A target within 15 feet. The target makes a DC 10 saving throw. On a hit the target is poisoned and takes 1d4 damage at the end of each of their turns.
Stun Spore Range: A target within 15 feet. The target makes a DC 10 saving throw. On a hit the target is paralyzed. It’s speed is halved and before each attack they must roll a d4. On a 1 the attack fails.
Sleep Powder Range: A target within 15 feet. The target makes a DC 10 saving throw. On a hit the target is fast asleep. At the start of each of their turns they can re-roll the saving throw. On a succes they wake up and can take their turn. On a fail they remain asleep and skip their turn.
Supersonic Range: A target within 15 feet. The target makes a DC 9 saving throw. On a hit the target is confused. When attacking they roll a d20. On a 9 or lower the targets hits itself for 1d6 damage. On a 10 or higher the attack happens normally. On a 19 or 20 they are confused no more.
Whirlwind (6+) Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target is blown backwards 20 feet OR changes into a different Pokémon. If the target has 2 or more alternate Pokémon forms, roll to randomize. This attack is not allowed in tournament battles.
Gust (7+) Range: A target within 15 feet. The target makes a DC 15 saving throw. 2d6 + level Flying damage on a hit.

Type effectiveness:
Weak to (damage x2): Flying, Fire, Electric, Ice
Double weak to (damage x4): Rock
Immune to (x0): Ground
Resistant to (damage x1/2): Bug
Double resistant to (damage x1/4): Fighting, Grass

Voltorb

Ball Pokémon

HP 22 (Lvl 5), 24 (Lvl 6), 25 (Lvl 7)
AC 10 (Lvl 5), 11 (Lvl 6), 11 (Lvl 7)
Speed 50 feet
Initiative +3
Saving throw +0

Attacks:

Tackle +2 to hit. Reach is 5 feet. 1d4 + level Normal damage on a hit.
Screech Range: A target within 15 feet. The target makes a DC 12 saving throw. On a hit the target’s AC gets a -4.
SonicBoom Range: A target within 15 feet. The target makes a DC 12 saving throw. 15 Normal damage on a hit.
Selfdestruct +3 to hit. Reach is a 10 foot radius sphere. The users HP drops to 0. 3d10 + level Normal damage on a hit.

Type effectiveness:
Weak to (damage x2): Ground
Resistant to (damage x1/2): Flying, Steel, Electric

Koffing

Poison Gas Pokémon

HP 22 (Lvl 5), 24 (Lvl 6), 25 (Lvl 7)
AC 13 (Lvl 5), 14 (Lvl 6), 14 (Lvl 7)
Speed 25 feet
Initiative -1
Saving throw +0

Attacks:

Poison Gas Range: A target within 15 feet. The target makes a DC 9 saving throw. On a hit the target is poisoned and takes 1d4 damage at the end of each of their turns.
Tackle +2 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Smog Range: A target within 15 feet. The target makes a DC 9 saving throw. 1d4 + level Poison damage on a hit. If the saving throw is 4 or lower the target is also poisoned and takes 1d4 damage at the end of each of their turns.
Selfdestruct +3 to hit. Reach is a 10 foot radius sphere. The users HP drops to 0. 8d6 + level Normal damage on a hit.
Sludge (6+) Range: A target within 15 feet. The target makes a DC 15 saving throw. 2d6 + level Poison damage on a hit. If the saving throw is 6 or lower the target is also poisoned and takes 1d4 damage at the end of each of their turns.
Smoke Screen (7+) Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s physical attacks have -1 to hit and the DC of their special attack saving throws have -1.

Type effectiveness:
Weak to (damage x2): Ground, Psychic
Resistant to (damage x1/2): Fighting, Poison, Bug, Grass, Fairy

Growlithe

Puppy Pokémon

HP 32 (Lvl 5), 34 (Lvl 6), 37 (Lvl 7)
AC 10 (Lvl 5), 11 (Lvl 6), 11 (Lvl 7)
Speed 30 feet
Initiative +1
Saving throw +0

Attacks:

Bite +3 to hit. Reach is 5 feet. 2d8 + level Dark damage on a hit.
Roar Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target is flees backwards 20 feet OR changes into a different Pokémon. If the target has 2 or more alternate Pokémon forms, roll to randomize. This attack is not allowed in tournament battles.
Ember Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d10 + level Fire damage on a hit. On a 1 the target is Burned and takes 1d4 damage at the end of each of their turns.
Leer Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Take Down (7+) +0 to hit. Reach is 5 feet. 3d6 + level Normal damage on a hit.

Type effectiveness:
Weak to (damage x2): Ground, Rock, Water
Resistant to (damage x1/2): Bug, Steel, Fire, Grass, Ice, Fairy

Pikachu

Mouse Pokémon

HP 19 (Lvl 5), 20 (Lvl 6), 22 (Lvl 7)
AC 9 (Lvl 5), 10 (Lvl 6), 10 (Lvl 7)
Speed 50 feet
Initiative +2
Saving throw -1

Attacks:

Thunder Shock Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d8 + level Electric damage on a hit.
Growl Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target reduces the attack damage of physical attacks by 1d4. The damage can not go lower than 1.
Tail Whip Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target’s AC gets a -2.
Thunder Wave Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target is paralyzed. It’s speed is halved and before each attack they must roll a d4. On a 1 the attack fails.
Quick Attack +3 to hit. Reach is 5 feet. 1d8 + level Normal damage on a hit, and the user gains 10 extra feet of movement during this turn.
Double Team The user gets a +1 bonus to their AC and a +1 on saving throws.
Slam -2 to hit. Reach is 5 feet. 2d8 + level Normal damage on a hit.
Thunderbolt (7+) Range: A target within 15 feet. The target makes a DC 15 saving throw. 2d8 + level Electric damage on a hit.

Type effectiveness:
Weak to (damage x2): Ground
Resistant to (damage x1/2): Flying, Steel, Electric

Kadabra

Psi Pokémon

HP 22 (Lvl 5), 24 (Lvl 6), 25 (Lvl 7)
AC 9 (Lvl 5), 10 (Lvl 6), 10 (Lvl 7)
Speed 60 feet
Initiative +3
Saving throw +1

Attacks:

Teleport The user teleports 60 feet to a point they can see.
Kinesis Range: A target within 15 feet. The target makes a DC 11 saving throw. On a hit the target’s physical attacks have -1 to hit and the DC of their special attack saving throws have -1.
Confusion Range: A target within 15 feet. The target makes a DC 15 saving throw. 3d8 + level Psychic damage on a hit. On a 1 on the saving throw the target is confused. When attacking they roll a d20. On a 9 or lower the targets hits itself for 1d6 damage. On a 10 or higher the attack happens normally. On a 19 or 20 they are confused no more.
Disable Range: A target within 15 feet.The target makes a DC 9 saving throw. On a hit the target rolls to see which of it’s attacks is disabled. At the start of each of their turns they can re-roll the saving throw.
Psybeam (6+) Range: A target within 15 feet. The target makes a DC 15 saving throw. 4d6 + level Psychic damage on a hit.
Recover (7+) The user recovers half of their max HP.

Type effectiveness:
Weak to (damage x2): Bug, Ghost, Dark
Resistant to (damage x1/2): Fighting, Psychic

Slowpoke

Dopey Pokémon

HP 56 (Lvl 5), 61 (Lvl 6), 67 (Lvl 7)
AC 11 (Lvl 5), 12 (Lvl 6), 12 (Lvl 7)
Speed 15 feet
Initiative -3
Saving throw -1

Attacks:

Tackle +2 to hit. Reach is 5 feet. 1d10 + level Normal damage on a hit.
Growl Range: A target within 15 feet. The target makes a DC 15 saving throw. On a hit the target reduces the attack damage of physical attacks by 1d4. The damage can not go lower than 1.
Water Gun Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d6 + level Water damage on a hit.
Confusion Range: A target within 15 feet. The target makes a DC 15 saving throw. 1d8 + level Psychic damage on a hit. On a 1 on the saving throw the target is confused. When attacking they roll a d20. On a 9 or lower the targets hits itself for 1d6 damage. On a 10 or higher the attack happens normally. On a 19 or 20 they are confused no more.

Type effectiveness:
Weak to (damage x2): Bug, Ghost, Grass, Electric, Dark
Resistant to (damage x1/2): Fighting, Steel, Fire, Water, Psychic, Ice

This Pokémon D&D one shot is available for free.

Expand this adventure with printable documents of:
– An easy access, print ready version of this adventure in English and Dutch
Miniatures of the playable and enemy Pokémon
– 3 battlemaps
These are all available for only €10,-

Do you want to create your own Pokémon adventure in D&D? Check out my “Pokémon D&D Adaptation guide” which includes:
– A printable guide on rule adaptations
– A stat calculator

Disclaimer: This D&D adventure is original work by my making. I do not own the rights to either ‘Pokémon’ or ‘Dungeons & Dragons’.

2 Responses

  1. The Pokémon One Shot is the second one I played (I also played the Harry Potter One Shot, recommend it!). I used to play Pokémon on my gameboy but was never a hardcore fan. My friends are though, so we played this one. Same as the Harry Potter one, the Pokémon version is so well thought out! What I like about this one is the option to expand your adventure after this One Shot. There is a calculator which makes it possible to add your own Pokémon into the game. The calculator is worth it!

  2. I had loads of fun playing this one shot. The mix between Pokémon attacks/stats and the D&D mechanics works really well.

    You can tell the creator has put a lot of work into finding the right balance between the different kind of Pokémon you can choose, I absolutely recomend playing it.

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