Bulbasaur

Bulbasaurs can be seen napping in bright sunlight in gentle glades. By soaking up the sun's rays, the seed on its back grows progressively larger. Unfortunately this seed pod is highly valued by alchemists for its condense power.


Bulbasaur

Small monstrosity, unalligned


  • Armor Class 10
  • Hit Points 10 (2d8+1)
  • Speed 30 ft.

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

  • Senses passive Perception 10
  • Languages None
  • Challenge 1/4 (50 XP)

Actions

Tackle. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8) bludgeoning damage.

Vine Whip. Melee Weapon Attack: +4 to hit, reach 15ft., one target. Hit: 3 (1d4) slashing damage. If the target is a small creature or tiny creature they are pulled 10 feet towards the Bulbasaur.


Sunlit Bulbasaur

When a Bulbasaur hibernates for the winter it hides from predators. Rarely when a Bulbasaur hides in plain sight over winter in a sunny place they awaken as a Sunlit Bulbasaur, saturated in holy solar energy. These Bulbasaur never evolve and protect places of nature.


Sunlit Bulbasaur

Small monstrosity, lawful neutral


  • Armor Class 16 (natural Armour)
  • Hit Points 90 (11d10+30)
  • Speed 40 ft., Burrow 20 ft.

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

  • Damage Resistances radiant, poison
  • Senses passive Perception 14
  • Languages Druidic, Sylvan
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The Sunlit Bulbasaur makes two Bite Attacks

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (2d6) piercing damage + 5 (1d8) poison damage.

Solar Beam (recharge 5/6). The Bulbasaur summons a beam of solar energy in a 5 feet wide 60 feet line. All creatures in this line must make a DC 14 Dexterity Save or take 8d6 Radiant Damage, or half as much on a successful save.

Pokémonster Manual

A manual of DnD 5e homebrew fantasy versions of Pokemon. I'm starting with the Generation 1 Starters and working in order. The art is meant to be faithful recreations of Pokemon in my own DnD Fantasy style. The Homebrew is not meant to be 100% game faithful, but a mix of game lore and DnD fantasy. Art and Homebrew is done by Olirant.

Just the art can be found at :

https://imgur.com/a/oiZXFS2

This is an ongoing project. Support me at :

https://twitter.com/Olirant

https://www.twitch.tv/olirant

https://www.patreon.com/olismithart

Ivysaur


Ivysaur

Medium monstrosity, unalligned


  • Armor Class 13 (natural armour)
  • Hit Points 30 (4d10+8)
  • Speed 30 ft.

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

  • Damage Resistances posion
  • Skills Perception +3
  • Senses passive Perception 13
  • Languages None
  • Challenge 1 (200 XP)

Photosynthesis. If the Ivysaur is in natural or magical sunlight at the start of its turn it heals 10 HP.


Actions

Multiattack. The Ivysaur makes a Vine Whip attack followed by a Bite attack or it can make two Vine Whip Attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (2d6 + 1) piercing damage.

Vine Whip. Melee Weapon Attack: +5 to hit, reach 30ft., one target. Hit: (1d8 + 1) slashing damage. If the target is a medium or smaller creature are pulled 10 feet towards the Ivyasaur.


Actions

Leech Seed. When struck by an attack the Ivysaur can force that creature to make a DC 12 Constitution Save. On a failed Save that creature is struck by A Leech Seed and takes (1d6) necrotic damage at the start of each of its turn. Half of that damage is then healed by the Ivysaur. The Leech Seed remains for 1 minute or until the Ivysaur dies. If a target succeeds against the save they are immune to Ivysaurs Leech Seed for 24 hours.


Ivysaur are the stubborn protectors of the grasslands and smaller creatures that live there. Fighting an Ivysaur is a tough battle as they constantly are reenergised by the rays of the sun and their life-stealing seedlings. Wise adventurers back Ivysaur out of their plainlands habitats and into caves to fight them. The bud on their back swells and grows as they age and gives off a sweet scent when about to bloom. It's said that the sweet smelling bud of an Ivysaur can be crushed down into a salve that calms the emotions of creatures that that smell it.

Venusaur



Venusaur

Large monstrosity, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 120 (14d10+41)
  • Speed 40 ft., swimming 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 20 (+5) 10 (-0) 16 (+3) 11 (+1)

  • Damage Immunities posion
  • Damage Resistances radiant
  • Senses passive Perception 14
  • Languages Understands Druidic but cannot speak.
  • Challenge 7 (2,900 XP)

Photosynthesis. If the Venusaur is in natural or magical sunlight at the start of its turn it heals 20 HP.

Overgrow. If Venusaur has more than half of its HP, it deals an additional 9 (2d8) damage on every attack.


Actions

Multiattack. The Venusaur makes two Vine Whip Attacks followed by a Bite attack or it makes two Razor Leaf attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 14 (3d6 + 4) piercing damage.

Vine Whip. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit: 13 (2d8 + 4) slashing damage. If the target is a medium or smaller creature are pulled 10 feet towards the Venusaur.

Razor Leaf. Ranged Weapon Attack: +8 to hit, reach 120ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Petal Dance. (Recharge 6) All creatures of the Venusaur's choice within 30 feet must make a DC 16 Charisma Save or take 14 (4d6) poison damage and are charmed to use their reaction to move up to their movement towards the Venusaur.

Venusaur are protectors of forests and friends to druids. In the grove of a Venusaur all sorts of creatures can be found in peace, each one drawn in by the Venusaur's alluring scent. The rain causes this scent to carry further bringing in animals for miles around. The large magical petals on its back draws power from the sun.

Charmander


Charmander

Small dragon, unalligned


  • Armor Class 12
  • Hit Points 6 (2d6-1)
  • Speed 30 ft.

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

  • Damage Resistances fire
  • Senses passive Perception 8
  • Languages None
  • Challenge 1/4 (50 XP)

Water Susceptibility: For every 5 ft. Charmander moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Illumination. A Charmander gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius.


Actions

Scratch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage.

Ember. Ranged Weapon Attack: +4 to hit, reach 60/120ft., one target. Hit: 6 (1d6+2) fire damage


Charmander live solitary lives attracted to hot places. The flame that burns at the tip of its tail is an indication of its emotions. Naturally inept at stealth even when a Charmander does find a place to hide, the sound of its burning tail gives it away. As a Charmander grows its soft scales grow harder and harder.

Magma Charmander

A variant of the common Charmander adapted to the elemental plane of fire these monsters are coated in a layer of molten rock. They're just as soft spirted as regular Charmander but can be seen forced into lives of servitude and battle by Fire Giants and Efreet.


Magma Charmander

Small elemental, unalligned


  • Armor Class 14 (natural Armour)
  • Hit Points 18 (5d6)
  • Speed 30 ft.

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

  • Damage Immunities fire, poison
  • Senses passive Perception 11
  • Languages Understands Ignan but cannot speak it.
  • Challenge 1 (200 XP)

Heated Body. A creature that touches the Magma Charmander or hits it with a melee attack while within 5 ft. of it takes 5 (1d10) fire damage.

Illumination. A Charmander gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius.


Actions

Multiattack. The Magma Charmander makes two Scratch attacks.

Scratch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d4 + 2) slashing damage plus (1d6) fire damage.

Magma Breath. The Magma Charmander spits molten magma in a 15 foot cone incront of it. All creatures in the cone must make a DC 11 Dexterity Saving throw, taking 9 *2d8) fire damage on a failed save or half as much on a successful one.

Charmeleon


Charmeleon

Medium dragon, chaotic neutral


  • Armor Class 14 (natural armour)
  • Hit Points 45 (6d10+12)
  • Speed 30 ft.

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

  • Damage Resistances fire
  • Senses passive Perception 10
  • Languages Understands Common and Draconic but can't speak.
  • Challenge 2 (450 XP)

Water Susceptibility: For every 5 ft. Charmander moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.

Variable Illumination. A Charmeleon gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius. It can alter the radius of bright light to anywhere between 5 and 20 feet, the dim light increasing the same amount.


Actions

Multiattack. The Charmeleon makes an attack with its Tail followed by a Slash attack.

Tail Attack. Melee Weapon Attack: +5 to hit, reach 5 feet., one target. Hit: 7 (1d6+ 3 ) bludgeoning damage plus (1d4) fire damage. If the target is a creature it must succeed on a DC 14 Strength Saving throw or is knocked prone.

Slash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Ember. Ranged Weapon Attack: +4 to hit, reach 60/120ft., one target. Hit: 6 (1d6+2) fire damage


Charmeleon have a very hot-headed nature and are extremely territorial. It is rare to find more than one in an area. In combat a Charmeleon lashes out with its tail and then devastates foes with its sharp claws. If it encounters a strong foe, it turns aggressive. In this excited state, the flame at the tip of its tail flares with a bluish white colour. When a Charmeleon claims a territory in rocky mountains it will scare away most other wildlife from the area. They’re extremely stubborn and will charge into battles against much stronger foes.

Rarely adventurers might encounter a mother Charmeleon protecting its young Charmander. The younger Charmander support their mother in battle by firing embers from their nest while the Charmeleon protects the family.

Charizard



Charizard

Large dragon, chaotic neutral


  • Armor Class 16 (natural armour)
  • Hit Points 149 (13d12 + 65)
  • Speed 30 ft. flying 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 16 (+3) 10 (+1) 12 (+1) 10 (+1)

  • Skills Perception +8
  • Damage Resistances fire
  • Senses passive Perception 18
  • Languages Understands Common and Draconic but can't speak.
  • Challenge 8 (3,900 XP)

Variable Illumination. A Charizard gives off Bright light in a 5 foot radius and dim light for an additional 5 foot radius. It can alter the radius of bright light to anywhere between 5 and 20 feet, the dim light increasing the same amount.


Actions

Multiattack. The Charizard makes either a Wing Attack and a Tail Attack or two Tail Attacks.

Wing Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage. The Charizard then immediately moves half its movement, without provoking opertunity attacks.

Tail Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5 ) bludgeoning damage plus (2d6) fire damage. If the target is a creature it must succeed on a DC 15 Strength Saving throw or is knocked prone.

Flame Breath (Recharge 6). The Charizard exhales fire in a 30 foot cone. Each reacture in that area must make a DC 15 Dexterity savint throw, taking 12d6 fire damage on a failed save or half as much damage on a successful save.


A Charizard is not a true dragon more akin to a drake or a wyvern. They live in rocky areas and fly above the skies looking for creatures to battle in their territory. Charizard respect creatures it deams stronger than it and will never turn down a chance to battle.

Squirtle

Shortly after hatching a Squirtle's shell grows quite strong for its size. They have the ability to powerfully spray foam from their mouth. Unfortunately for the Squirtle, their luxurious meat is considered a delicacy in some parts of the world. While they can be bothersome to hunt there is good money in it for a morally grey coastal hunter.


Squirtle

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 6 (2d6-1)
  • Speed 15 ft., swimming 30 ft.

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

  • Senses passive Perception 8
  • Languages None
  • Challenge 1/4 (50 XP)

Actions

Water Spray. Ranged Weapon Attack: +4 to hit, reach 20/40ft., one target. Hit: 4 (1d4 + 1) cold damage and a target is knocked back 10 feet.


Reactions

Withdraw. When targeted by an attack the Squirtle can increase its AC by 2 against that single attack.

Squirtle Troublemaker

Squirtle's can be quite mischievous especially when in groups. These monsters use their size and speed to steal food, trinkets and anything they want from unaware shopkeepers in seaside towns. They seem to do this out of joy rather than any need for any stolen goods.



Squirtle Troublemaker

Tiny beast, chaotic neutral


  • Armor Class 12
  • Hit Points 15 (4d6+1)
  • Speed 30 ft., swimming 30 ft.

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

  • Skills Stealth +4, Slight of Hand +4, Perception +1
  • Senses passive Perception 11
  • Languages Understands common but can't speak
  • Challenge 2 (450 XP)

Actions

Pickpocket. Melee Weapon Attack: +6 to hit, reach 20/40ft., one target. Hit: 5 (1d6 + 1) slashing damage. When a target is hit by this attack the Squirtle Troublemaker steals either 2d10 gold, a piece of jewelery or a trinket from the target.


Reactions

Withdraw. When targeted by an attack the Squirtle can increase its AC by 2 against that single attack.

Wartortle

It is rumoured that the soft fluffy tail of a Wartortle is a valued ingredient in a Potion of Immortality. That rumour alone has been enough to make Wartortle fear humanoids that try to hunt them and attack them on sight. A Wartortle attacks with highly pressured beams of water they can shoot from their snapping maw. These rumours are brought on by their ability to live incredibly long lives that puts elves to shame, with strong Wartortle capable of living thousands of years.

A Wartortle is drawn to ancient places on coastal waters. They can be found in sea-elf ruins, old sea caves and shipwrecks. Often they set up a home near a place of elemental water power, watching from afar as a protector. In any case the home of a Wartortle soon becomes populated by other water dwelling creatures such as merfolk, giant crabs and similar small sea-monsters. Raiding such lairs is often a task befalling to new adventurers who are tasked with taking a Wartortle's tail.



Wartortle

Small monstrosity, true neutral


  • Armor Class 14 (natural armour)
  • Hit Points 58 (5d12+25)
  • Speed 30 ft., Swimming 30 ft.

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

  • Damage Resistances cold
  • Senses passive Perception 12
  • Languages Understands Aquan and Sylvan but can't speak.
  • Challenge 3 (700 XP)


Actions

Multiattack. The Wartortle can make two Water Beam attacks, two Bodyslam attacks or one of each.

Water Beam. Ranged Weapon Attack: +6 to hit, reach 60/120ft., one target. Hit: 12 (3d6+2) cold damage.

Bodyslam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (1d8 + 2) bludgeoning damage.


Reactions

Withdraw. When targeted by an attack the Wartortle can increase its AC by 2 against that single attack.

Blastoise



Blastoise

Medium monstrosity, true neutral


  • Armor Class 20 (natural armour)
  • Hit Points 138 (14d12+44)
  • Speed 30 ft., Swimming 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 10 (+0)

  • Damage Resistances cold, piercing and slashing damage.
  • Condition Immunities prone, knock-back
  • Senses darkvision 60 ft.,passive Perception 12
  • Languages Understands Common and Aquan but can't speak.
  • Challenge 8 (3,900 XP)

Rain Dish. In the rain or when submerged in water the Blastoise heals 10 HP at the start of each of its turn.


Actions

Multiattack. A Blastoise makes 3 Hydro Crystal attacks or A Bodyslam attack followed by two Claw attacks.

Hydro Crystal. Ranged Weapon Attack: +6 to hit, reach 60/300ft., one target. Hit: 12 (2d12) force damage and (2d6) cold damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (2d10 + 5) slashing damage.

Bodyslam. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 8 (2d8 + 5) slashing damage. Additionally the target must make a DC 16 Strength Save or is knocked prone.


Famous for the magical hydro crystals that sprout from its shell, a Blastoise can fire water from its crystals capable of punching holes through the thickest of armour. When using its powerful water attacks a Blastoise firmly digs its feet into the ground to handle the recoil. If a foe gets in close Blastoise crushes them under its heavy body.

Caterpie

While nearly completely harmless the web and scent making abilities of Caterpie makes them of some use to herbalists and druids. They're sheepish creatures that shy away from attention, creating a foul smell from their feelers whenever they feel threatened (which is all the time). They're easy to find in just about any forest.


Caterpie

Tiny beast, unalligned


  • Armor Class 8
  • Hit Points 4 (1d6)
  • Speed 20 ft., climb 20 ft.

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

  • Senses passive Perception 8
  • Challenge 1/8 (25 XP)

Foul Scent. A creature must make a DC 10 Intelligence Save if they want to move within 5 feet of a Caterpie.


Actions

Tackle. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 3 (1d4)

String Shot. A Target the Caterpie can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.


Metapod

When a Caterpie is ready to transform it wraps itself up in a hard shell. Metapod barely move and have very little combat power, making them good targets for creatures who can crack them open and eat their gooey innards. Metapod usually hide together in a safe place such as hollow trees as there is safety in numbers. Metapod hatch all on the same day once a year.


Metapod

Tiny beast, unalligned


  • Armor Class 18
  • Hit Points 4 (1d6)
  • Speed 5 ft., climb 5 ft.

STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 20 (+5) 2 (-4) 4 (-3) 4 (-3)

  • Damage Immunity poison
  • Senses passive Perception 8
  • Challenge 1/4 (50 XP)

Actions

Tackle. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 3 (1d4)

String Shot. A Target the Metapod can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.

Butterfree

Strange short magically intelligent butterflies that live in the underdark are known as Butterfree. Capable of speech these creatures carve out a living as travelling herbalists in the upsidown landscapes of the underdark. Natural magic allows them to shed magical powder from their wings with variable magical capabilities that Butterfree distil into magic potions that they sell to outsiders.

Butterfree know that their young, Caterpie and Metapod, are too weak for life in the Underdark and travel up to the surface to lay their eggs. Once a year in the Autumn they leave for the surface and mate and lay clutches of eggs in forests on the surface. When a Metapod hatches into a Butterfree within the first month of its life it finds itself drawn to the Underdark. Keen adventurers know to follow Butterfree in order to find ways in and out of the twisting tunnels of the Underdark. Butterfree don't go into the darkest depths of the Underdark instead living in the few fey caverns filled with flora where they are most comfortable.

Due to their polite nature races of the Underdark put up with Butterfree. They tend to live alone only grouping up in the Autumn to mate. Despite knowing ways out of the Underdark they never share the routes they take with other creatures. They're keen on conversation and particularly like talking to surface dwellers lost in the Underdark. They'll trade well for treasures such as honey and flowers.


Butterfree

Small fey, lawful neutral


  • Armor Class 13
  • Hit Points 55 (7d8+24)
  • Speed 5 ft., fly 30 ft.

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

  • Skills Perception +5, Medicine +4, Stealth +6
  • Senses Darkvision 120 ft., passive Perception 15
  • Damage Immunities poison
  • Langauges Undercommon
  • Challenge 3 (700 XP)

Spellcasting. A Butterfree is a 2nd level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells.

1st Level : (4 Slots) healing elixir, comprehend languages, charm person, faerie fire


Actions

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d4+3)

Sleeping Powder. The Butterfree targets a creature within 15 feet and sprinkles Sleeping Powder from their wings. The creature must make a DC 14 Constitution Save or falls asleep for 8 hours or until the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Butterfree cannot use the same Powder attack twice in a row.

Stunning Powder. The Butterfree targets a creature within 15 feet and sprinkles Stunning Powder from their wings. The creature must make a DC 14 Dexterity Save or becomes paralyzed for one minute. Butterfree cannot use the same Powder attack twice in a row.

Poisonous Powder. The Butterfree targets a creature within 15 feet and sprinkles Poisonous Powder from their wings. The creature must make a DC 14 Constitution Save or takes (6d6) poison damage or half as much on a failed save. Butterfree cannot use the same Powder attack twice in a row.

Weedle

Weedle spend their time snuffling around in the undergrowth looking for leaves to eat. The sharp spines and hairs are poisonous and are the bane of many barefoot halflings travelling through forests.


Weedle

Tiny beast, unalligned


  • Armor Class 8
  • Hit Points 4 (1d6)
  • Speed 20 ft., climb 20 ft.

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

  • Damage Immunities poison
  • Senses passive Perception 8
  • Challenge 1/8 (25 XP)

Actions

Poison Sting. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage plus (1d6) poison damage.

String Shot. A Target the Weedle can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.


Kakuna

Kakuna hang motionless from trees as the Weedle inside starts the transformation into a Beedrill. The shell of the Kakuna grows hot to the touch as it grows closer into hatching. They move to hiding spots to keep away from many predators and in worse case scenarios it extends a poisonous barb.


Kakuna

Tiny beast, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 4 (1d6)
  • Speed 5 ft., climb 5 ft.

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

  • Damage Immunities poison
  • Senses passive Perception 8
  • Challenge 1/8 (25 XP)

Actions

Poison Sting. Melee Weapon Attack: +0 to hit, reach 5ft., one target. Hit: 1 piercing damage plus (1d6) poison damage.

String Shot. A Target the Weedle can see within 30 feet must make a DC 10 Dexterity Save or has their speed halved.

Beedrill

These solitary predatory wasps hunt creatures using their paralyzing stingers and drag unconcious prey to their nests to feed. Beedrill are furiously territorial. If someone enters Beedrill territory the giant wasp will create a deep droning buzz and clicking to attempt to scare threats away. The sting of a Beedrill has been described as mindnumbingly painful. Beedrill are found in the densest darkest parts of forest where sun is blocked by canopy and rootcover. Theyre rarely found in groups unless there is a great source of food or large threat.


Beedrill

Small monstrosity, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 84 (11d10+24)
  • Speed 5 ft., climb 20 ft., fly 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 19 (+4) 14 (+2) 12 (+1) 10 (+0) 5 (-3)

  • Skills Perception +4, Stealth +8
  • Senses Darkvision 60 ft., passive Perception 14
  • Damage Immunities poison
  • Condition Immunities poisoned, frightened
  • Langauges none
  • Challenge 4 (1,100 XP)

Actions

Multiattack. The Beedrill makes two Stinging Claw attacks. It may replace one of those attacks with a Tail Stinger attack.

Stinging Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (1d6+4) piercing damage plus (3d6) poison damage.

Tail Stinger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: On hit the target must make a DC 14 Constitution Check or becomes Paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Pidgey

Pidgey are small simple forest birds that live away from all but the smallest civilsation. These small birds have a natural technique of flapping and kicking the ground that throws dirt at foes so they can fly away to safety. The black mask like feather pattern on their face is mimicked by wood elf thieves.


Pidgey

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 4 (1d6)
  • Speed 10 ft., fly 60 ft.,

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Actions

Sand Throw. Ranged Weapon Attack: +5 to hit, reach 15/30ft., one target. Hit: 1 piercing damage. A target hit by this attack is Blinded for one round and is knocked back 5 feet.

Pidgeotto

Pidgeotto are fast and aggressive, fiercely protective of their territorial area. These birds of prey are great hunters with sharp talons and serious vitality. They can be tamed from birth, but the task of stealing a Pidgeotto egg from the centre of their protective nests is quite dangerous.



Pidgeotto

Small beast, unalligned


  • Armor Class 12
  • Hit Points 39 (6d8+12)
  • Speed 20 ft., fly 60 ft.,

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

  • Skills Perception +4
  • Senses passive Perception 14
  • Challenge 2 (450 XP)

Dive Attack. If a Pidgeotto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The Pidgeotto doesn't provoke an opportunity attack it flies out of an enemy's reach.

Keen Sight. The Pidgeotto has advantage on Perception checks that rely on sight.


Actions

Multiattack. The Pidgeotto makes two Talon attacks.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage.

Pidgeot

These large birds are known for their glorious red and gold plumage and their strong wings and cheek muscles that it uses to summon powerful winds. The blasts of wind a Pidgeot can muster can crack and bend small trees and thats a good sign of a Pidgeot's passing. Unlike Pidgeotto Pidgeot are travelling creatures who might consider a whole mountain range their territory.


Pidgeot

Medium beast, unalligned


  • Armor Class 16
  • Hit Points 86 (13d8+28)
  • Speed 20 ft., fly 80 ft.,

STR DEX CON INT WIS CHA
17 (+3) 22 (+6) 16 (+3) 12 (-1) 16 (+3) 14 (+2)

  • Skills Perception +7
  • Senses passive Perception 17
  • Challenge 5 (1,500 XP)

Dive Attack. If a Pidgeotto is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The Pidgeotto doesn't provoke an opportunity attack it flies out of an enemy's reach.

Keen Sight. The Pidgeotto has advantage on Perception checks that rely on sight.


Actions

Multiattack. The Pidgeotto makes two Talon attacks.

Talon. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6+3) piercing damage.

Take Off. All creatures within 10 feet of the Pidgeot must make a DC 16 Strength Check or take 6d8 force damage and is knocked prone, taking half damage on a successful save.

Gust of Wind. (recharge 5,6) The Pidgeot creates a strong wind 60 feet long and 10 feet wide from a direction it chooses from its body. Each creature within that wind must pass a Strength Saving DC 16 or is pushed 15 feet away in the lines direction. A creature wanting to travel closer to the Pidgeot against the wind must spend 2 feet of movement for every 1 foot they move. The gust disperses gases and vapor and extinquishes unprotected flames. This wind lasts until the Pidgeots next turn.

Rattata

Despite their colourful fur Rattata are simple vermin. They're less filthy than common rats carrying less disease. When you can see one there is no doubt many more are nearby. Due to their colour and curly tail they're popular pets among children.


Rattata

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 8 (2d6+1)
  • Speed 30 ft., burrow 30 ft.,

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 12 (+1) 5 (-3) 10 (+0) 4 (-3)

  • Skills Perception +2,
  • Senses Darkvision 60 ft., passive Perception 12
  • Challenge 1/8 (25 XP)

Keen Smell. The Rattata has advantage on Perception checks that rely on smell.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (2d4+2) piercing damage.

Raticate

These tough fanged rats can be found all over the wilds, swimming in rivers and making nests in caverns. These small creatures can be the cause of great destruction as they bite and gnaw caverns and buildings. Ingenius Kobolds actually train these large subterrainian rats to use as burrowing mounts. This usually involves in a few Kobolds getting eaten, but as long as a Raticate is well fed they'll be more or less obedient.



Raticate

Small beast, unalligned


  • Armor Class 12
  • Hit Points 92 (8d12+40)
  • Speed 30 ft., burrow 30 ft.,

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Skills Perception +4,
  • Senses Darkvision 60 ft., passive Perception 14
  • Challenge 3 (700 XP)

Seige Monster. The Raticate deals double damage to objects and structures.

Burrowing Mount. A Small or smaller creature using a Raticate as a mount can travel with the Raticate as it burrows.


Actions

Multiattack. The Raticate makes two Fang attacks.

Fang. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: (2d12+2) piercing damage. A target hit by this attack must make a DC 12 Constitution Save or is Stunned for one round.

Spearow

A suspected evolutionary link between bird and lizard, this tiny creature flies exceptionally fast to protect its rocky territory. These creatures are scrappy and agressive and will fight targets much bigger than them. Some plucky goblins are keen enough to train these birds as scouts and weapons.


Spearow

Tiny beast, unalligned


  • Armor Class 12
  • Hit Points 9 (3d6)
  • Speed 10 ft., fly 120 ft.,

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Challenge 1/4 (50 XP)

Flyby. The Spearow doesn't provoke an opportunity attack when it flies out of an enemy's reach.


Actions

Peck. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d4+2) piercing damage.


Fearow

Fearow are found in places time has forgotten, living in forests alongside dinosaurs and ancient creatures. Large and dangerous Fearow are dangerously territorial and have no fear in attacking humanoids. This is dangerous as they roost in the same rocky badlands areas Dwarves prefer to build halls onto. Despite how scary they seem a Fearow's instincts is to fly away from danger, but they return under the cover of night to attack threats while they sleep.


Fearow

Medium monstrosity, unalligned


  • Armor Class 16 (natural armour)
  • Hit Points 65 (8d10+20)
  • Speed 10 ft., fly 80 ft.,

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 14 (+2) 5 (-3) 14 (+2) 5 (-3)

  • Damage Resistances poison
  • Senses passive Perception 12
  • Challenge 4 (1,100 XP)

Sniper. Fearow's attacks critical on an 19 and 20 if the Fearow flew atleast 30 feet before attacking, and Fearow may reroll critical damage.

Flyby. The Fearow doesn't provoke an opportunity attack when it flies out of an enemy's reach.


Actions

Multiattack. Fearow makes two attacks, a Peck attack followed by a Talon attack.

Peck. Ranged Weapon Attack: +5 to hit, reach 10ft., one target. Hit: (2d8+2) piercing damage.

Talon. Ranged Weapon Attack: +5 to hit, reach 5ft., one target. Hit: (1d10+2) slashing damage.

Ekans

These giant purple snakes are silent stalkers, horrors of heavy forests. An Ekans hunts for the eggs of small birds but are not above eating humanoids. If they come across a wounded traveller an Ekans will slowly constrict them, unhinge their jaw and swallow them whole. The insides of an Ekans are filled with magical poison that slow down live prey, eventually disolving the dead body.

Some Drow keep Ekans as pets due to their poison producing capabilities and brilliant gold bands. This is especially popular around those worshippers of the Drow Serpent Goddess.


Ekans

Large monstrosity, unalligned


  • Armor Class 13 (natural armour)
  • Hit Points 44 (8d10+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 11 (+1) 6 (-3) 14 (+2) 6 (-3)

  • Skills Stealth +6 Perception +5
  • Damage Resistances poison
  • Senses passive Perception 15
  • Challenge 3 (700 XP)

Forest Snake. Ekans does not suffer from difficult terrain and has advantage on stealth rolls to be heard.


Actions

Constrict. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (2d10+3) damage. If the target is Medium or smaller it is Grappled, escape DC 14.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: (1d12+1) piercing damage followed by (2d6) poison damage. A medium or smaller target must then make a DC 16 Dexterity Save or is Swallowed. After swallowing a target they immediately take (3d6) poison damage and do so at the start of each of their turns.

Arbok

Deep in the caverns of the underdark lies a snake-shaped monster that drives all who see it mad with fear. It is said that the menacing face on the hood of Arbok shows the faces of lost loved ones, that terrifies and staggers foes attacking an Arbok. The eyes on the hood glow bright reds and yellows, scaring away the few predators that would do Arbok halm and paralising Arbok's prey with fear.

Arbok rule over dark underworlds of serpents and monsters often having a harem of Ekans and occasionally lamia and snakefolk. Arbok are cunning and ocasionally pretend to be subservient to snake-cults for food and favour. Arbok often keep small hoards of gold, jewellery and interesting trinkets, although they never make anything of their own. An Arbok might allow travellers to pass through their cavern or ruinous homes if given gifts.



Arbok

Huge monstrosity, lawful evil


  • Armor Class 16 (natural armour)
  • Hit Points 149 (14d10 + 72 )
  • Speed 40 ft., climb 30 ft., swim 30 feet.,

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

  • Skills Stealth +7 Perception +8
  • Damage Resistances poison, psychic
  • Condition Immunities poisoned, charmed, frightened
  • Senses passive Perception 15
  • Languages Undercommon, Beastongue
  • Challenge 7 (2,900 XP)

Actions

Multiattack. The Arbok can use its Terrifying Visage followed by a Constrict attack and its Bite attack.

Terrifying Visage. Each creature of the Arbok's choice within 120 feet and can see it must suceed a DC 17 Charisma Saving throw or become frightened for 1 minute. If a target fails by 5 or more they are stunned. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature makes a save or the effect ends on it the creature is immune to the Arbok's Terrifying Visage for 24 hours.

Constrict. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: (2d10+3) damage. If the target is Medium or smaller it is Grappled, escape DC 14.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit: (1d12+3) piercing damage followed by (3d6) poison damage.

Acid Spray (recharge 5,6). The Arbok fires Acid in a 15 foot cone, all targets in the area must succeed a DC 17 Dexterity save or take 9d8 acid damage.

Pikachu

These bright coloured mouse like creatures are gentle fey creatures. Pikachu are friendly and inquisitive and rarely cause much trouble. They might come up to lost travellers and help them find their way and offer up food and fresh water. Their natural magical ability to conjur electricity in their fur is mostly used for self defense rather than harm. Pikachu only fight to defend their small families, otherwise running away from combat.


Pikachu

Tiny fey, neutral good


  • Armor Class 12
  • Hit Points 11 (2d6+4)
  • Speed 40 ft.,

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (+0) 5 (-3) 12 (+1) 10 (+0)

  • Skills Perception +3,
  • Damage Immunities Lightning
  • Senses passive Perception 13
  • Languages Sylvan
  • Challenge 1 (100 XP)

Static Fur. Any creature that hits Pikachu with a melee attack takes 1d4 lightning damage.


Actions

Thunder Tackle. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d8+2) bludgeoning damage plus (1d6) lightning damage.


Pikachu Gallant

Despite their size and cute looks Pikachu make determined heroes. When a Pikachu travels to adventure they find ways to harness their electrial powers in brand new ways. These heroic Pikachu are steadfast and seek to save the world.


Pikachu Gallant

Tiny fey, neutral good


  • Armor Class 16 (makeshift armour)
  • Hit Points 56 (10d8+12)
  • Speed 40 ft.,

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

  • Skills Perception +4,
  • Damage Immunities Lightning
  • Senses passive Perception 14
  • Languages Sylvan, Common
  • Challenge 5 (1,800 XP)

Static Fur. Any creature that hits Pikachu with a melee attack takes 1d4 lightning damage.

Innate Spellcaster. A Pikachu Gallant is an innate spellcaster with the following spells prepared,

Cantrips (at will) : shocking grasp, mending, message, lightning lure

1st Level (4 slots) : absorb elements, detect evil and good, faerie fire, zephyr strike

2nd Level (2 slots) : enlarge/reduce, warding wind, mirror image

3rd Level (1 slot) : lightning bolt


Actions

Thunder Tackle. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d8+2) bludgeoning damage plus (1d6) lightning damage.


Raichu

Small fey, true neutral


  • Armor Class 12
  • Hit Points 44 (10d8)
  • Speed 40 ft.,

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 14 (+2) 5 (-3) 16 (+3) 14 (+2)

  • Skills Perception +6, Herbalist Kit +6
  • Damage Immunities Lightning, Poison
  • Senses passive Perception 16
  • Languages Sylvan
  • Challenge 4 (1,100 XP)

Static Fur. Any creature that hits Pikachu with a melee attack takes 1d8 lightning damage.

Swaying Stagger. A Raichu is constantly moving, Ranged attacks against Raichu have disadvantage.


Actions

Thunder Punch. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: (1d10+2) bludgeoning damage plus (2d8) lightning damage.

Healing Brew. Raichu downs a healing brew that heals it for 4d6 health. It can alternatively apply this brew to a ally within 5 feet.


Raichu

A larger relative of Pikachu, Raichu are extremely relaxed and calm creatures. They have a passion for brewing potions and liquors out of berries which takes up all their time. A Raichu's burrow is filled with psychodelic brews and elixir. A Raichu is usually too lazy and disinteresed to trade their wares at market, but some cunning folk travel to Raichu to sell their brews as their own.

;
1 / 21