New moves are denoted with an asterisk. Dark & Steel types are introduced.
Turtwig
Type: Grass
Resist: Water, Electric, Ground, Grass
Vulnerabilities: Fire, Flying, Poison, Bug, Ice
Start with:1d6 HP, Tackle, Withdraw, and:
$1: Body Slam
$2-3: Cut
$4-5: Potion
$6: X Defense
List of moves:
1-3: Absorb
4-6: Curse*
7-9: Bite
10-13: Mega Drain
14-16: Leech Seed
17-19: Giga Drain*
20: Earthquake
Grotle
Type: Grass
Resist: Water, Electric, Ground, Grass
Vulnerabilities: Fire, Flying, Poison, Bug, Ice
Benefit: When you evolve to Grotle, you gain 2d4 HP, gain 1 armor, increase your Strength by 1d4, your Dexterity by 1, and your Willpower by 1 (up to a maximum of 20 for each).
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Torterra
Resist: Ground, Rock
Vulnerabilities: Fire, Flying, Bug, Ice (x2)
Immunity: Electric
Benefit: When you evolve to Torterra, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d4, and your Willpower by 1d4 (up to a maximum of 20 for each).
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Chimchar
Type: Fire
Resist: Fire, Grass, Bug
Vulnerabilities: Water, Ground, Rock
Start with:1d6 HP, Scratch, Leer, and:
$1: Brick Break*
$2-3: Strength
$4-5 Potion
$6: X Attack
List of moves:
1-3: Ember
4-6: Taunt*
7-9: Fury Swipes
10-13: Mach Punch*
14-16: Flame Wheel*
17-19: Fire Spin
20: Flare Blitz*
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Monferno
Type: Fire, Fighting
Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel
Vulnerabilities: Water, Ground, Flying, Psychic
Benefit: When you evolve to Monferno, you gain 2d4 HP, increase your Strength by 1d4, your Dexterity by 1d4, and your Willpower by 1 (up to a maximum of 20 for each).
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Infernape
Type: Fire, Fighting
Resist: Fire, Grass, Ice, Bug (x2), Dark, Steel
Vulnerabilities: Water, Ground, Flying, Psychic
Benefit: When you evolve to Infernape, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d8, and your Willpower by 1d4 (up to a maximum of 20 for each).
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Piplup
Type: Water
Resist:Fire, Water, Ice
Vulnerabilities: Electric, Grass
Start with:1d6 HP, Tackle, Growl, and:
$1: Bide
$2-3: Surf
$4-5: Potion
$6: X Defense
List of moves:
1-3: Bubble
4-6: Peck*
7-9: Bide
10-13: Metal Claw*
14-16: Whirlpool*
17-19: Drill Peck*
20: Hydro Pump
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Prinplup
Type: Water
Resist:Fire, Water, Ice
Vulnerabilities: Electric, Grass
Benefit: When you evolve to Prinplup, you gain 2d4 HP, increase your Strength by 1d4, your Dexterity by 1, and your Willpower by 1d4 (up to a maximum of 20 for each).
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Empoleon
Type: Water, Steel
Resist: Normal, Water, Flying, Psychic, Bug, Rock, Dragon, Steel (x2), Fairy
Vulnerabilities: Electric, Fighting, Ground
Immunity: Poison
Benefit: When you evolve to Empoleon, you gain 2d6 HP, 1 Armor, increase your Strength by 1d6, your Dexterity by 1d4, and your Willpower by 1d8 (up to a maximum of 20 for each).
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New Moves
· Curse. (Ghost) If used by a non-Ghost pokemon, the User’s Armor increases by 1, their attacks are Enhanced, and they have disadvantage on DEX saves for the remainder of the encounter. If a Ghost pokemon uses this move, they lose half of their STR and inflict a Curse on a target. Each round, the target loses a quarter of their STR score, rounded up. [Usage: 1 x day]
· Giga Drain. (Grass) The User deals 1d10 damage to the target and restores their own HP by half the damage inflicted. [Usage: 1 x day]
· Brick Break. (Fighting) This move destroys any Light Screen or Reflect active. The user deals 1d8 damage to the target. [Usage: 2 x per encounter]
· Taunt. (Dark) The target must only use damaging moves. At the end of each round, the target can make a WIL save to stop this effect. [Usage: 3 x per day]
· Mach Punch. (Fighting) User moves first in this combat regardless of DEX save results. User deals 1d4 damage to the target. [Usage: 3 x per encounter]
· Flame Wheel. (Fire) User deals 1d4 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. [Usage: 2 x per encounter]
· Flare Blitz. (Fire) User deals 1d12 damage to the target. If rolling multiple damage dice and any match, the target suffers the Burn Status. The user takes 1/3 of the inflicted damage, rounded up, as recoil. [Usage: 1 x per day]
· Peck. (Flying). User deals 1d4 damage to the target. [Usage: Unlimited]
· Metal Claw. (Steel) User deals 1d6 damage to the target. If rolling multiple damage dice and any match, the User’s attacks are Enhanced. [Usage: 3 x per encounter]
· Whirlpool. (Water) User must spend its turn attacking the same target for the next 1d4 rounds (unless the target faints earlier). On each turn, the user deals 1d4 damage to the target, and the target is immobilized and does not act on those turns. [Usage: 1 x per encounter]
· Drill Peck. (Flying) User deals 1d8 damage to the target. [Usage: 2 x per encounter].
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