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JNAProductions
2019-07-26, 07:09 PM
Source (https://bulbapedia.bulbagarden.net/wiki/Red_(game)#Pok.C3.A9mon_HeartGold_and_SoulSilver) for the Pokemon. Using Heart Gold/Soul Silver.

Red's Pikachu
Tiny Animal (Pokemon), Neutral
Armor Class 17
Hit Points 150 (20d8+60)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


12 (+1)
24 (+7)
16 (+3)
2 (-4)
14 (+2)
16 (+3)


Saving Throws Intelligence +1
Skills Acrobatics +12, Stealth +12, Survival +7, Perception +7
Damage Resistances Lightning
Senses Passive Perception 17
Languages Understands Common
Challenge X
Quick To Act Pikachu adds their proficiency bonus (+5) to their Initiative checks.

Static Anyone who strikes Pikachu with an attack must make a DC 15 Constitution save or become paralyzed until the start of Pikachu's next turn.

Actions
Volt Tackle Melee Weapon Attack: +12 to-hit, reach 5', one target. Hit: 1d3+1 bludgeoning damage and 4d12 lightning damage. In addition, the target must make a DC 11 Constitution save-on a failure, they are paralyzed until the end of Pikachu's next turn. Finally, Pikachu takes damage equal to twice the bludgeoning damage dealt.

Iron Tail Melee Weapon Attack: +12 to-hit, reach 5', one target. Hit: 2d6+7 slashing damage and 2d6 bludgeoning damage.

Thunderbolt Ranged Spell Attack: Range 120', all creatures in a 5' radius circle. All targets must make a DC 20 Dexterity save, taking 4s8 lightning damage on a failed save, or half on a success.

Reactions
Quick Attack In response to being targeted by an attack, Pikachu may move up twice his speed and make a single melee attack against the attacker. This attack is made at +12 with a 5' reach and deals 2d6+7 slashing damage. If Pikachu cannot make it close enough to attack, they may not use this reaction.

Red's Lapras
Large Animal (Pokemon), Neutral
Armor Class 18 (Natural Armor)
Hit Points 315 (30d10+150)
Speed 15', Swim 45'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
14 (+2)
20 (+5)
2 (-4)
14 (+2)
8 (-1)


Saving Throws Intelligence +0
Skills Athletics +9
Damage Resistances Cold
Senses Passive Perception 12
Languages Understands Common
Challenge X
Mighty Water Creature Lapras can treat itself as Huge whenever it's beneficial to them.

Shell Armor Lapras takes no additional damage from critical hits.

Actions
Slam Melee Weapon Attack: +9 to-hit, reach 5', one target. Hit: 4d12+5 bludgeoning damage.

Brine Ranged Spell Attack: +9 to-hit, range 120', one target. Hit: 1d6 bludgeoning and 2d6 cold damage. Increase these to d12s if the target has already taken damage.

Blizzard Ranged Spell Attack: Range 120', all targets in a 15' radius circle. Deals 4d12 cold damage on a failed DC 17 Constitution save, or half on a success.

Psychic Ranged Spell Attack: +9 to-hit, range 120', one target. Hit: 4d12 psychic damage.

Red's Snorlax
Large Animal (Pokemon), Neutral
Armor Class 15 (Natural Armor)
Hit Points 405 (30d10+240)
Speed 25'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


22 (+6)
8 (-1)
26 (+8)
2 (-4)
12 (+1)
12 (+1)


Saving Throws Intelligence +0
Skills Athletics +10
Damage Resistances Cold, Fire
Senses Passive Perception 11
Languages Understands Common
Challenge X

Actions
Shadow Ball Ranged Spell Attack: +10 to-hit, range 120', one target. Hit: 3d12 necrotic damage, and the target must make a DC 18 Constitution save. On a failure, future Shadow Ball attacks have advantage to hit. This ends after one minute.

Crunch Melee Weapon Attack: +10 to-hit, reach 5', one target. Hit: 2d12+6 piercing damage plus 2d12 necrotic damage.

Giga Impact Melee Weapon Attack: +10 to-hit, reach 5' one target. Hit: 6d12+12 bludgeoning damage, and Snorlax is incapacitated until the end of their next turn.

Blizzard Ranged Spell Attack: Range 120', all targets in a 15' radius circle. Deals 4d12 cold damage on a failed DC 18 Constitution save, or half on a success.

Red's Venusaur
Large Animal (Pokemon), Neutral
Armor Class 18 (Natural Armor)
Hit Points 238 (25d10+100)
Speed 40'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
14 (+2)
18 (+4)
2 (-4)
12 (+1)
12 (+1)


Saving Throws Intelligence +0
Skills Athletics +9, Survival +5
Senses Passive Perception 11
Languages Understands Common
Challenge X
Overgrow When Venusaur is below 120 HP, he rolls an additional 50% dice with all attacks.

Actions
Frenzy Plant Melee Weapon Attack: +9 to-hit, reach 5', one target. Hit: 6d12+5 slashing damage, and Venusaur is incapacitated until the end of their next turn.

Giga Drain Ranged Spell Attack: +9 to-hit, range 60', one target. Hit: 4d12 necrotic damage, and Venusaur heals for half the damage dealt.

Sludge Bomb Ranged Spell Attack: Range 60', all targets in a 5' radius circle. On a failed DC 17 Constitution save, targets take 4d12 poison damage and are poisoned until the end of Venusaur's next turn. On a successful save, half damage and not poisoned.

Sleep Powder Ranged Spell Attack: Range 60', one target. On a failed DC 17 Constitution saving throw, the target falls into a deep sleep. They cannot be awoken unless damage is dealt for the next minute. After the minute ends, they can be awoken normally, or immediately awoken upon taking damage. On a successful save, the drowsiness causes them to have disadvantage on their next d20 roll made within one minute.

Red's Charizard
Large Animal (Pokemon), Neutral
Armor Class 16 (Natural Armor)
Hit Points 238 (25d10+100)
Speed 30', Fly 60'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
12 (+1)
18 (+4)
2 (-4)
10 (0)
10 (0)


Saving Throws Intelligence +0
Skills Athletics +9
Damage Immunities Fire
Senses Passive Perception 10
Languages Understands Common
Challenge X
Blaze When Charizard is below 120 HP, he rolls an additional 50% dice with all attacks.

Actions
Blast Burn Ranged Spell Attack: +9 to-hit, range 120', one target. Hit: 2d12+5 bludgeoning damage and 4d12 fire damage, and Charizard is incapacitated until the end of his next turn.

Flare Blitz Melee Weapon Attack: +9 to-hit, reach 10', one target. Hit: 2d12+5 slashing damage and 2d12 fire damage, and the target must make a DC 17 Dexterity saving throw. On a failure, they are lit on fire, taking 1d12 fire damage at the start of their turns. This lasts one minute, or until a successful DC 17 Dexterity save is made at the end of their turn. Using their action to attempt to cover the flames provides advantage on the save. Finally, Charizard takes damage equal to half the fire damage dealt.

Air Slash Melee Weapon Attack: +9 to-hit, reach 20', one target. Hit: 2d12+5 slashing damage, and up to two adjacent targets must make a DC 17 Dexterity save or take the same damage, half on a success.

Dragon Pulse Ranged Spell Attack: +9 to-hit, range 120', one target. Hit: 4d12 radiant damage.

Red's Blastoise
Large Animal (Pokemon), Neutral
Armor Class 20 (Shell)
Hit Points 238 (25d10+100)
Speed 30', Swim 60'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


20 (+5)
14 (+2)
18 (+4)
2 (-4)
16 (+3)
10 (0)


Saving Throws Intelligence +0
Skills Athletics +9, Perception +7
Damage Resistances Cold
Senses Passive Perception 17
Languages Understands Common
Challenge X
Blaze When Blastoise is below 120 HP, he rolls an additional 50% dice with all attacks.

Actions
Hydro Cannon Ranged Spell Attack: +9 to-hit, range 240', one target. Hit: 2d12 bludgeoning damage and 4d12 cold damage. In addition, the target is pushed back up to 30', and Blastoise is incapacitated until the end of his next turn.

Blizzard Ranged Spell Attack: Range 120', all targets in a 15' radius circle. Deals 4d12 cold damage on a failed DC 17 Constitution save, or half on a success.

Flash Cannon Ranged Spell Attack: +9 to-hit, range 120', one target. Hit: 4d12+5 bludgeoning damage.

Focus Blast Melee Weapon Attack: +9 to-hit, reach 10', one target. Hit: 4d12+5 bludgeoning damage.

JBPuffin
2019-07-27, 12:24 AM
Just from this baseline, your translation of everything into 5e is pretty cool. Volt Tackle, Quick Attack as a reaction, Mighty Water Creature being itself. I enjoy reading through your work because you have an understanding of the rules and a willingness to say, "Yeah, I know Wizards wouldn't mess around with things like this, but it's pretty cool so I'll make it work" and most of the time, it works out. Looking forward to the rest of this team.

Kane0
2019-07-27, 02:21 AM
Woah, that Pikachu is a beast

JNAProductions
2019-07-27, 11:09 AM
Just from this baseline, your translation of everything into 5e is pretty cool. Volt Tackle, Quick Attack as a reaction, Mighty Water Creature being itself. I enjoy reading through your work because you have an understanding of the rules and a willingness to say, "Yeah, I know Wizards wouldn't mess around with things like this, but it's pretty cool so I'll make it work" and most of the time, it works out. Looking forward to the rest of this team.

Thank you! Anything you think should be adjusted?


Woah, that Pikachu is a beast

Indeed. Red's highest level Pokemon, and with a stat-boosting item in-game.

faeriesaur
2019-07-27, 02:38 PM
The starters should likely be medium sized, charizard is 5'7", blastoise is 5'3", and venusaur is 6'7" (but a lot of that is the flower, or some people say that measurement is actually the length instead of the height since it's a quadruped)