Abilities
Every Pokémon has one ability, a special feature that applies to it at all times. Each species has multiple possible abilities; when rolling a Pokémon of a given species, one of its species' abilities is assigned to it at random.
Note that some moves or abilities can manipulate what ability a Pokémon has at a given time, such as with the Mummy ability. Unless specified, a Pokémon's normal ability is always restored to it after a long rest.
Ability List
Adaptability
When this Pokémon uses a move of its own type, it may roll the damage twice and choose either total.
Aftermath
This Pokémon deals damage to an attacker equal to half of the damage received when knocked out by a melee move.
Air Lock
While this Pokémon is in battle, weather-related abilities have no effect on the Pokémon that have them.
Air Slash
This Pokémon knows Air Slash as a fifth move. The move is forgotten if it takes any other form.
Analytic
After this Pokémon misses an attack, its next attack is done at advantage.
Anger Point
After suffering a critical hit, this Pokémon doubles the damage dice for a single move it activates on the following turn.
Anger Shell
When this Pokémon's HP drops below half its maximum HP, its AC drops by 2, but its STR and DEX scores each increase by 2, up to a maximum of 22. After a long rest, this Pokémon's AC, STR, and DEX return to their former values.
Anticipation
When this Pokémon enters the battle, an opponent must reveal if it has a move that the Pokémon is vulnerable to. The move itself does not have to be revealed, only that there is such a move.
Arena Trap
Grounded creatures within 50 feet of this Pokémon may not flee or switch out, except by item, Move, or ability.
Armor Tail
While this Pokémon is out, hostile Pokémon within sight cannot use moves that require a bonus action to use.
Aroma Veil
Any ally within 15 feet of this Pokémon automatically passes any WIS save they are required to make.
As One
Opponents in combat with this Pokémon cannot eat held berries. Upon causing an opponent to faint, this Pokémon may immediately move up to 20ft take another action. This ability cannot be swapped off this Pokémon.
Aura Break
When this Pokémon is in battle, the boost of Fairy Aura and Dark Aura abilities is reversed, Any applicable move type activated within 100 feet deals half damage instead of double.
Bad Dreams
If an opponent in battle with this Pokémon falls asleep, they take an amount of damage equal to this Pokémon's proficeincy bonus at the end of each of their turns.
Ball Fetch
This Pokémon has advantage catching or intercepting thrown/falling objects.
Battery
Allies that activate electric-type moves within 20 feet of this Pokémon double their damage dice.
Battle Armor
This Pokémon is immune to extra damage dealt by a Critical Hit.
Beads of Ruin
Creatures within 60ft of this Pokémon which do not have a "* of Ruin" ability have -4 Charisma score, to a minimum of 1. This effect does not stack, and the creature's Charisma score is restored upon leaving the area of effect.
Beast Boost
Upon causing an opponent to faint, this Pokémon increases the ability scores of its saving throw proficiencies by 2 until the end of combat. This is stackable up to a maximum of +10 to any one ability score.
Berserk
When this Pokémon falls below 25% of its maximum health, all of its attacks are rolled with disadvantage, but deal double their damage. If a move activated requires a saving throw, the target(s) have advantage on the roll.
Big Pecks
This Pokémon's AC cannot be reduced by an opponent's moves.
Blaze
This Pokémon doubles its STAB bonus when it has 25% or less of its maximum health.
Blizzard
This Pokémon knows Blizzard as a fifth move. The move is forgotten if it takes any other form.
Bulletproof
This Pokémon is immune to damage from moves with Bullet, Ball, or Bomb in their name.
Cheek Pouch
When this Pokémon eats any type of berry, is heals for an additional 10% of its maximum HP (rounded up to the nearest whole number).
Chilling Neigh
Upon causing an opponent to faint, this Pokémon may immediately move up to 20ft take another action.
Chlorophyll
This Pokémon’s speed is doubled in harsh sunlight.
Clear Body
Other Pokémon's moves or abilities cannot lower this Pokémon stats.
Cloud Nine
While this Pokémon is in battle, weather-related abilities have no effect on the Pokémon that have them.
Color Change
When hit by a damaging attack, this Pokémon's type changes to the type that hit it. It takes on the new type's resistances, vulnerabilities, and immunities.
Comatose
This Pokémon is in a continuous state of drowsiness. It is immune to the sleep condition, but is considered affected by sleep for all moves that require a Pokémon to be asleep to use or activate additional effects (Snore, Sleep Talk, Wake-Up Slap, Dream Eater, etc.)
Commander
Once per long rest, this Pokémon may use its action to leap into the mouth of a nearby Dondozo. While in the mouth, this Pokémon may not take actions that target creatures or objects outside of Dondozo's body; additionally, it cannot itself be targeted. While in the mouth, the Dondozo gains proficiency to WIS saves. This Pokémon may use an action to leave Dondozo's mouth, or it is ejected from the mouth at an adjacent space if Dondozo faints.
Competitive
This Pokémon adds its proficiency bonus to damage rolls while poisoned, burned, confused, or paralyzed.
Compound Eyes
This Pokémon gets an additional +1 to attack rolls.
Contrary
Moves that affect this Pokémon's stats have the opposite effect. (For example, Defense Curl would lower AC by 4. Growl would increase its attack by +1)
Corrosion
This Pokémon's moves ignore the poison immunity of creatures granted by their Pokémon type, and can inflict the poisoned status on poison and steel type creatures. If the target’s secondary type gives it vulnerability or resistance to the damage, it follows the secondary type for that effect.
Costar
When this Pokémon is within 5ft of an ally, it has advantage on its attack rolls.
Cotton Down
When this Pokémon is damaged, cotton spews everywhere. The area within 10ft of this Pokémon becomes difficult terrain for everything except Grass monotypes until the beginning of its next turn.
Cud Chew
After consuming a berry, on the following turn, this Pokémon may consume the berry a second time, thereafter consuming it permanently.
Curious Medicine
As a bonus action, this Pokémon can reset changes to the ability scores, AC, and attack modifier of either itself or an ally within 30 ft. This Pokémon may do this a number of times equal to its INT modifier (minimum of once), and it resets on a long rest.
Cursed Body
When hit by a melee attack, this Pokémon may roll 1d4. On a result of 4, the opponent who made the attack cannot use the same move on its next turn.
Cute Charm
Once per short rest, you can impose disadvantage on an enemy attack roll of your choice.
Damp
This Pokémon is unaffected by Self Destruct and Explosion moves.
Dancer
If any creature within sight of this Pokémon activates a move with Dance in its name, this Pokémon may immediately use one of its moves as a reaction.
Dark Aura
When this Pokémon is in battle, all dark-type moves by allies or opponents within 100 feet deal double their damage.
Dauntless Shield
Melee attacks made against this Pokémon have disadvantage.
Dazzling
Creatures within line of sight of this Pokémon cannot use bonus actions to activate Moves. Moves that would normally have a Move Time of "1 bonus action" instead have a Move Time of "1 action".
Defeatist
When this Pokémon drops below 25% of its maximum HP, all of its attacks are rolled with disadvantage.
Defiant
While this Pokémon is suffering from a negative status effect or stat change imposed by an opponent, it gains +2 to all attack rolls.
Disguise
This Pokémon has a disguise which gives it a temporary hp boost equal to twice its level. When the temporary hit points fall to zero, the disguise breaks and requires a short rest to repair.
Download
Once per short rest, this Pokémon can choose a different damage type for one of their normal attacks.
Dragon's Maw
When this Pokémon uses a dragon-type move, it may roll the damage twice and choose either total.
Drifter
In windy conditions (DM discretion), this Pokémon's flying (hover) speed is doubled until windy conditions cease.
Drizzle
When this Pokémon enters an outside battle, the weather immediately changes to light rain for 5 rounds. In the case of another Pokémon with a similar weather ability, the tie goes to the Pokémon with the highest DEX score.
Drought
When this Pokémon enters an outside battle, the weather immediately changes to bright sunlight for 5 rounds. In the case of another Pokémon with a similar weather ability, the tie goes to the Pokémon with the highest DEX score.
Dry Skin
At the end of each of this Pokémon's turns, it takes an amount of damage equal to its proficiency modifier in harsh sunlight, or heals for the same amount during rain.
Early Bird
This Pokémon has advantage on rolls to wake from sleep.
Earth Eater
This Pokémon takes no damage from ground-type attacks. Instead, half of any ground damage done is absorbed, restoring the Pokémon's HP.
Effect Spore
When hit by a melee attack, roll a d4. On a 4, deal an amount of grass damage equal to your proficiency modifier to your attacker.
Electric Surge
If the move is known, this Pokémon may use the Electric Terrain move as a bonus action.
Electromorphosis
When this Pokémon takes damage, it may double the MOVE damage modifier of its next electric-type move.
Emergency Exit
At any time this Pokémon is damaged when it is at or below 50% of its maximum HP, its trainer may switch it out as a free action.
Fairy Aura
When this Pokémon is in battle, all fairy-type moves within 100 feet of you deal double their damage.
Filter
When hit by a move type this Pokémon is vulnerable to, it may roll a d4. In a result of 4, it does not take the additional damage.
Flame Body
The flames from this Pokémon's body shine dim light in a 15 ft radius. In addition, when hit by a melee attack, roll a d10. On a 10, the attacker is burned.
Flare Boost
This Pokémon adds proficiency to its damage rolls while burned.
Flash Fire
This Pokémon takes no damage from fire or fire-type attacks. Instead, immediately after taking a hit from a fire-type move, or in open flames, double the STAB bonus on the next fire-type move.
Flower Gift
During harsh sunlight, ally Pokémon within 30 feet of this Pokémon add their proficiency bonus to damage rolls.
Flower Veil
Any grass-type ally within 15 feet of this Pokémon is immune to new status effects.
Fluffy
This Pokemon is vulnerable to fire-type moves, but takes half damage from any melee attack (that isn't fire-type).
Forecast
This Pokémon changes form with the weather. In rain it becomes water-type, in harsh sunlight it becomes fire-type, in cold and snowy conditions it becomes ice-type. In all other conditions it is normal-type. Its STAB, resistance, immunities, and vulnerabilities change to match the form it takes.
Forewarn
When this Pokémon enters battle, it selects a target to reveal the move it knows with the most damage output. In the case of a tie, the target can choose which move it reveals.
Form Change (Arceus)
Arceus' default type is Normal. It can change its type by holding an Elemental Plate. While holding this plate, the signature move, Judgment, also changes its type to match Arceus. These plates are: Draco (Dragon), Dread (Dark), Earth (Ground), Fist (Fighting), Flame (Fire), Icicle (Ice), Insect (Bug), Iron (Steel), Meadow (Grass), Mind (Psychic), Pixie (Fairy), Sky (Flying), Splash (Water), Spooky (Ghost), Stone (Rock), Toxic (Poison), and Zap (Electric).
Form Change (Cherrim)
Cherrim changes appearance depending on the weather. In strong sunlight, it blossoms into Sunshine Form.
Form Change (Giratina)
Giratina's default form is Altered Forme. When it is given a Griseous Orb to hold, or any time it is in its home plane, the Distortion World, it takes on the Origin Forme.
Form Change (Hoopa)
When holding the Prison Bottle, Hoopa Confined changes form to Hoopa Unbound.
Form Change (Keldeo)
Keldeo's standard form is Ordinary Form. When it learns the move Secret Sword, it changes into Resolute Form as long as the move is in its move list.
Form Change (Kyurem)
While in the presence of a willing Reshiram or Zekrom, Kyurem can fuse with one of the willing Pokemon, at will, with the help of a DNA Splicer. This process is called Absofusion and will result in a White Kyurem (if fused with Reshiram) or Black Kyurem (if fused with Zekrom).
Form Change (Meloetta)
As long as Meloetta is outside of battle, it assumes Aria Forme. When the move Relic Song is used, Meloettta interchanges between Aria Forme and Pirouette Forme.
Form Change (Necrozma)
Necrozma can fuse with a willing Solgaleo, at will, with the help of the N-Solarizer, or Lunala with the help of the N-Lunarizer. The fusion will result in a Dusk Mane Necrozma (if fused with Solgaleo) or Dawn Wings Necrozma (if fused with Lunala) with the same current HP.
Form Change (Oricorio)
This Pokémon's form can change by giving it a certain kind of Nectar. Red Nectar changes it to Baile Style, Pink Nectar changes it to Pa'u Style, Purple Nectar changes it to Sensu Style, and Yellow Nectar changes it to Pom-Pom Style.
Form Change (Rotom)
Rotom has 5 alternate forms that it can take when it is near a household appliance. As a bonus action, Rotom can take the Heat Form, Wash Form, Frost Form, Fan Form, or Mow Form, changing its typing and stats. The form is dependent on the type of appliance it possesses (DM Discretion). separate stat blocks are provided for each form.
Form Change (Shaymin)
Shaymin's default form is Land. When Given a Gracidea Flower to hold, it can change to Sky Form, taking on new typing, statistics, and moves
Form Change (Ultra Necrozma)
This Pokémon can transform into Ultra Necrozma as a bonus action on its turn. When it does, the transformation is treated as a permanent mega evolution, following the rules as stated in the Pokémon 5e Player Handbook.
Friend Guard
Once per long rest, when an ally within 15 feet of this Pokémon is hit by an attack, it may choose to halve the damage dealt.
Frisk
Upon entering a battle, a single opponent’s held item is revealed, if it has one.
Full Metal Body
Other Pokémon's moves or abilities cannot lower this Pokémon stats.
Fur Coat
Once per long rest, this Pokémon may halve the damage dealt to it from any one attack.
Gale Wings
This Pokémon adds an additional +1 to hit when using flying-type attacks.
Galvanize
All of this Pokémon's normal-type moves are electric-type.
Gluttony
This Pokémon must eat its held berry when it falls below ½ of its maximum HP.
Good as Gold
This Pokémon is immune to status effects.
Gooey
When this Pokémon is hit with a melee attack, roll 1d4. On a result of 3 or 4, the attacker's speed is reduced to 0 until the end of its next turn.
Gorilla Tactics
When this Pokémon enters the battlefield, choose one of its moves. Double the MOVE damage modifier for the selected move; the MOVE damage modifier for this Pokémon's other moves becomes 0. The effect resets when this Pokémon leaves the battlefield.
Grass Pelt
This Pokémon gains +1 to AC while in grassy terrain.
Grassy Surge
If the move is known, this Pokémon may use the Grassy Terrain move as a bonus action.
Grim Neigh
Upon causing an opponent to faint, this Pokémon may immediately move up to 20ft take another action.
Guard Dog
This Pokémon cannot be forcibly switched out by other moves. Intimidation rolls made against this Pokémon have disadvantage. This Pokémon is unaffected by the Intimidate ability.
Gulp Missile
May Grapple as a bonus action after completing either Surf or Dive. As a bonus action, may launch a creature grappled by you up to 15ft, dealing fall damage equivalent to the distance launched.
Guts
When this Pokémon is burned or poisoned, they are not affected by the disadvantage or reduced damage effects. They still take damage at the end of each of their turns.
Hadron Engine
As a bonus action, this Pokémon may change the terrain to electric terrain for 5 rounds; this bonus action may be used twice per short rest. In electric terrain, this Pokémon has advantage on attack rolls using DEX or WIS as the move power.
Harvest
At the end of this Pokémon's turn, if it used a berry, roll 1d4. On a result of 3 or 4, it regains that berry as a held item.
Healer
As an action, this Pokemon may touch a creature to heal poison, burn, or paralysis. When it uses this ability, roll a d4. On the a result of 1 or 2, the status effect is moved to itself.
Heatproof
This Pokemon takes half the damage it otherwise would from Fire damage, and is immune to the burning condition.
Heavy Metal
This Pokémon is especially heavy. Once per long rest, after being targeted by an attack, it may increase its AC by 2 if it would cause an attack to miss.
Honey Gather
At the end of each battle, this Pokémon may roll a d20 + its proficiency bonus. On a result of 20 or higher, its trainer adds a Honey to their inventory.
Huge Power
Once per short rest, this Pokémon may double the damage dice for a single damage roll. The player must announce that they are using this ability before the attack roll.
Hunger Switch
At the start of its turn, this Pokemon switches to Hangry Mode if it was in Full Belly Mode, or switches to Full Belly Mode if it was in Hangry Mode.
Hustle
When you score a critical hit, you may immediately gain an additional action on your turn. If this action is used to make an attack, you have disadvantage on the roll. You may only ever have one additional action per round.
Hydration
This Pokémon is unaffected by negative status ailments in water or during rainy conditions.
Hydro Pump
This Pokémon knows Hydro Pump as a fifth move. The move is forgotten if it takes any other form.
Hyper Cutter
This Pokémon’s attack or damage bonuses cannot be decreased by an opponent’s moves.
Ice Body
While it is snowing or hailing, this Pokémon heals for an amount of HP equal to its proficiency modifier at the end of each of its turns.
Ice Face
This Pokémon has two forms: Ice Form and No-Ice Form. When in Ice Form, the first time this pokémon takes damage, it takes half that damage but transforms into No-Ice Form. When in No-Ice Form, this pokemon's AC is decreased by 3 and each of its movement speeds are increased by 5 ft. This Pokémon reverts back to Ice Form after a short rest, or on the start of its turn when in the hail.
Ice Scales
This Pokémon has resistance to damange dealt by moves whose power is one of INT, WIS, or CHA.
Illuminate
This Pokémon knows the Light cantrip and can cast it at will.
Illusion
This Pokémon can take the visual form of any Pokémon it can see. It can do this a number of times per long rest equal to its level. This illusion lasts for one hour or until the Pokémon is hit by a damaging move.
Immunity
This Pokémon is immune to becoming poisoned.
Imposter
This Pokémon can use Transform as a bonus action.
Infiltrator
This Pokémon bypasses Light Screen, Reflect, Substitute, Mist, Safeguard, and Aurora Veil.
Innards Out
When this Pokémon is knocked out by a damaging move, the attacker takes an amount of typeless damage equal to the amount of HP lost.
Inner Focus
This Pokémon is immune to flinching.
Insomnia
This Pokémon is immune to sleep.
Intimidate
Once per short rest, you can impose disadvantage on an enemy attack roll of your choice.
Intrepid Sword
This Pokémon makes melee attacks with advantage.
Iron Barbs
When this Pokémon is hit by a melee attack, it may roll a d4. On a 4, deal an amount of steel damage equal to its proficiency modifier to its attacker.
Iron Fist
When attacking with a punch-based move (Mega Punch, Dynamic Punch, Ice/Fire/Thunder Punch, etc.), this Pokémon may roll the damage twice and choose either total.
Justified
When this Pokémon is hit by a dark-type move, it gets advantage on its next attack.
Keen Eye
This Pokémon ignores disadvantage when it relates to sight.
Klutz
This Pokémon cannot hold an item.
Leaf Guard
This Pokémon does not suffer from any negative status ailments in harsh sunlight.
Leaf Storm
This Pokémon knows Leaf Storm as a fifth move. The move is forgotten if it takes any other form.
Levitate
This Pokémon is immune to ground moves.
Libero
While executing a move, this Pokémon's type becomes the same as that of the move and may add its STAB bonus to it.
Light Metal
This Pokémon is especially light for its species. Once per long rest, it may impose disadvantage on an attack roll against it.
Lightning Rod
If this Pokemon or an ally within 30 feet is targeted with a direct electric-type, damage-dealing move, the Pokemon may use a reaction to redirect the target to itself and take half damage from it if it hits.
Limber
This Pokémon is immune to being paralyzed.
Lingering Aroma
When this Pokémon is hit by a melee attack or hits with a melee attack, one random ability of its attacker changes to Lingering Aroma until the end of the encounter or until switched out.
Liquid Ooze
If an enemy uses a leeching or absorb move against this Pokémon, the Pokémon must make a DC 12 CON save or become poisoned.
Liquid Voice
Any sound-based move activated by this Pokémon is water-type.
Long Reach
This Pokémon has an additional 5 feet of reach with all melee attacks and Attacks of Opportunity.
Magic Bounce
Once per long rest, when succumbing to a negative status effect, this Pokémon can instead reflect the effect back on the attacker.
Magic Guard
If this Pokémon is subjected to a move that forces it to make a saving throw to take only half damage, it instead takes no damage on a success.
Magician
If not already holding an item, this Pokémon steals the held item of any Pokémon it hits with a melee attack.
Magma Armor
This Pokémon is immune to freezing.
Magnet Pull
Steel opponents in battle with this Pokémon may not switch out or flee.
Marvel Scale
This Pokémon's AC increase by 2 when suffering from a negative status condition.
Mega Launcher
Aura and Pulse moves made by this Pokémon deal additional damage/healing equal to this Pokémon's proficiency bonus.
Merciless
This Pokémon doubles their damage dice when dealing damage to an opponent that is poisoned.
Mimicry
This Pokémon's type changes depending on the terrain. If a Terrain move is active, this Pokémon's type becomes the Terrain move's type. This Pokémon's type reverts once the Terrain move deactivates.
Minus
This Pokémon boosts its attack and damage rolls by 2 if an ally also has a Plus or Minus ability
Mirror Armor
When affected by an effect that lowers this Pokémon's attack roll, AC, movement, or ability scores, the same effect is applied to the source (if applicable).
Misty Surge
If the move is known, this Pokémon may use the Misty Terrain move as a bonus action.
Mold Breaker
This Pokémon's moves ignore any abilities that would lessen their effect or ability to hit an opponent (Due to things like Water Absorb, Snow Cloak, Thick Fat, Sturdy, etc.)
Moody
At the end of each long rest, this Pokémon rerolls on the nature table, replacing its nature with the result until the next long rest.
Motor Drive
When hit by an electric-type move, if not immune, this Pokémon's speed increases by 10 feet until the end of combat (up to a max of 50 additional feet).
Moxie
Upon causing an opponent to faint, this Pokémon may immediately take another action.
Multiscale
If this Pokémon is at full health, the first damage dealt to it is halved.
Multitype
This Pokémon's type and form change to match the type of Elemental Plate this Pokémon holds. The Plate cannot be effected by any item-removing ability or move.
Mummy
When this Pokémon is hit by a melee attack, one random ability of its attacker changes to Mummy for the remainder of the encounter.
Mycelium Might
Once per short rest, when causing a creature to make a save that inflicts a status condition on failure, this Pokémon may invoke Mycelium Might to cause that creatre to roll the save with disadvantage.
Natural Cure
This Pokémon is cured of negative status ailments upon returning to its Pokeball.
Neuroforce
When this Pokémon damages a creature with a super effective move, it may roll the damage dice twice and use the higher result.
Neutralizing Gas
You are immune to poison damage and being poisoned.
No Guard
Any attack made by or against this Pokémon has advantage.
Normalize
Every move this Pokémon activates is Normal type.
Oblivious
This Pokémon is immune to moves that attempt to charm or taunt it.
Opportunist
When the AC, STR, DEX, CON, INT, WIS, or CHA of a creature within 30ft of this Pokémon increases, then this Pokémon's corresponding attribute increases by the same amount. This effect lasts for the duration of battle, or for 1 minute.
Orichalcum Pulse
As a bonus action, this Pokémon may change the weather to harsh sunlight for 5 rounds; this bonus action may be used twice per short rest. In harsh sunlight, this Pokémon has advantage on attack rolls using STR or CON as the move power.
Overcoat
This Pokémon does not take damage from weather-related moves and phenomena like Hail, Weather Ball, etc.
Overgrow
This Pokémon doubles its STAB bonus when it has 25% or less of its maximum health.
Overheat
This Pokémon knows Overheat as a fifth move. The move is forgotten if it takes any other form.
Own Tempo
This Pokémon is immune to becoming confused.
Paper Thin
This Pokémon always has a maximum HP of 1. (Shedinja only. Cannot be passed or swapped)
Pastel Veil
This Pokémon and its allies cannot be poisoned for as long as it is in combat.
Perish Body
When hit by a melee attack, this Pokémon and its attacker will faint in 3 rounds, at the start of their respective turn, unless fleeing or switched out by their trainer before the end of the three rounds.
Pickpocket
When hit by a melee attack, this Pokémon may use a reaction to attempt to steal the creature's held item with a Sleight of Hand check contested by the target's Passive Perception. After the first attempt, all other attempts against the same opponent are rolled at disadvantage.
Pickup
If an opponent uses a consumable held item in battle, this Pokémon gains a copy of it if it is not currently holding an item.
Pixilate
All of this Pokémon's normal-type moves become fairy-type.
Plus
This Pokémon boosts its attack and damage rolls by 2 if an ally also has a Plus or Minus ability
Poison Heal
This Pokémon does not suffer the disadvantage effects of the poisoned status. In addition, this Pokémon recovers half of all poison damage it would take, including the damage at each of the end of its turns.
Poison Point
When this Pokémon is hit with a melee attack, roll a 1d4. On a result of 4, the attacker takes an amount of poison damage equal to this Pokémon’s proficiency modifier.
Poison Touch
On melee attacks made by this Pokémon, roll a d10 on a hit. On a result of a 10, the target is poisoned.
Power Construct (10%)
When Zygarde 10% is reduced to less than half of its maximum HP, it changes to Zygarde 50% Forme and recovers all hit points.
Power Construct (50%)
When Zygarde 50% is reduced to less than half of its maximum HP, it changes to Complete Forme and recovers all hit points.
Power Construct (100%)
When Zygarde is reduced to less than half of its maximum HP, it changes to Complete Forme and stays in that form, regardless of HP changes.
Power of Alchemy
When switched in after an ally faints, this Pokémon copies the non-hidden ability of the fainted ally until switched out.
Power Spot
Allies within 15 ft of this Pokemon may add 1d6 to damage they deal from moves. This die may only be used once per move per turn. At level 10, the bonus damage becomes 1d8 instead.
Prankster
Once per short rest, this Pokémon can move to the top of initiative order in a single round, but must use a status-affecting move on its turn.
Pressure
Any move targeting this Pokémon directly (non-area of effect moves) reduces its PP by two when activated.
Prism Armor
When this Pokémon is subject to damage in its vulnerabilities list, roll the damage dice twice and use the lower result for the damage calculation.
Propeller Tail
This Pokémon's ignores the effects of moves that alters the targets of its own moves (such as Follow Me).
Protean
This Pokémon's type changes to the type of move it uses, just before the move is used. It takes on the new type's resistances, vulnerabilities, and immunities.
Protosynthesis
This Pokémon may have a STR and CON scores up to 22. In harsh sunlight, this Pokémon has advantage on STR and CON saves.
Psychic Surge
If the move is known, this Pokémon may use the Psychic Terrain move as a bonus action.
Punk Rock
When this Pokémon uses a sound-based move, it adds its STAB bonus to the damage. This Pokémon has resistance to sound-based moves.
Pure Power
Once per short rest, this Pokémon may double the damage dice for a single damage roll. The player must announce that they are using this ability before the attack roll.
Purifying Salt
This Pokémon has resistance to Ghost-type damage, and it cannot be afflicted with non-volatile status conditions.
Quark Drive
This Pokémon may have a DEX and WIS scores up to 22. On electric terrain, this Pokémon has advantage on DEX and WIS saves.
Queenly Majesty
Creatures within line of sight of this Pokémon cannot use bonus actions to activate Moves. Moves that would normally have a Move Time of "1 bonus action" instead have a Move Time of "1 action".
Quick Draw
This Pokémon has advantage on initiative rolls.
Quick Feet
When suffering from a negative status condition, this Pokémon’s speed increases by 15 ft.
Rain Dish
In rainy conditions, this Pokémon heals for an amount of HP equal to its proficiency bonus at the end of each of its turns.
Rattled
When this Pokémon is hit by a damaging Dark, Bug, or Ghost move, it makes its next attack at advantage.
Receiver
When switched in after an ally faints, this Pokémon copies the non-hidden ability of the fainted ally until switched out.
Reckless
When attacking with moves with recoil damage, this Pokémon doubles its STAB bonus.
Refrigerate
All of this Pokémon's normal-type moves become ice-type.
Regenerator
Once per long rest, this Pokémon regains hit points equal to its level when it returns to its Pokéball.
Ripen
Doubles the effects of berries consumed.
Rivalry
This Pokémon adds its proficiency bonus to damage when attacking a Pokémon of the same type.
RKS System
This Pokémon's type is determined by the memory disc it holds. If not holding a memory disc, this Pokémon's type is normal.
Rock Head
This Pokémon takes no recoil damage.
Rocky Payload
When this Pokémon uses a rock-type move, it may roll the damage twice and choose either total.
Rough Skin
When this Pokémon is hit by a melee attack, it may roll a d4. On a 4, deal an amount of typeless damage equal to its proficiency modifier to its attacker.
Run Away
This Pokémon cannot be the target of an attack of opportunity.
Sand Force
During a Sandstorm, this Pokémon can double its STAB when it hits an opponent.
Sand Rush
This Pokémon is immune to Sandstorm damage, and its speed is doubled in desert terrain, or during a Sandstorm.
Sand Spit
When this Pokémon takes damage, it may use its reaction to cause a Sandstorm centered on self with a radius of 30ft. The Sandstorm lasts for five rounds. The Pokémon may do this a number of times equal to its proficiency bonus, and it resets after a long rest.
Sand Stream
When this Pokémon enters an outside battle, the weather immediately changes to a Sandstorm for 5 rounds. In the case of another Pokémon with a similar weather ability, the tie goes to the Pokémon with the highest DEX score.
Sand Veil
This Pokémon is immune to Sandstorm damage. In addition, its AC increases by 2 in desert terrain, or during a Sandstorm.
Sap Sipper
This Pokémon takes no damage from grass-type attacks. If hit by a grass type move, it takes no damage and instead absorbs the energy, granting advantage on its next attack.
Schooling
Beginning at level 5, this Pokémon may change to School Form as a free action when it begins its turn above 25% of its maximum health. In School Form, the Pokémon adds 5 to its AC and Strength, Dexterity, and Constitution ability scores (Additional CON does not alter this Pokemon's HP in this form). The Pokémon reverts back to Solo Form when it falls below 25% of maximum health, and must complete a short rest before activating this ability again.
Scrappy
This Pokémon's Normal and Fighting type moves ignore immunities granted by a Pokémon's type. If a target’s secondary type gives it vulnerability or resistance to the attack, it follows the secondary type for that effect.
Screen Cleaner
Light Screen, Reflect, and Aurora Veil have no effect within 40ft of this Pokémon.
Seed Sower
When hit by a damaging attack, this Pokémon may use its reaction to use the Grassy Terrain move. The Pokémon does not need to know this move, and it costs no PP to use.
Serene Grace
The Move DC to pass a saving throw against one of this Pokémon's moves is increased by 1.
Shadow Shield
If this Pokémon is at full health, the first damage dealt to it is halved.
Shadow Tag
Creatures within 50 feet of this Pokémon may not flee or switch out, except by item, Move, or ability.
Sharpness
Moves with 'Cut', 'Blade', 'Slash', 'Edge', 'Cleave', 'Razor', 'Sword', or 'Axe' in their name have their MOVE damage doubled.
Shed Skin
If this Pokémon is affected by a negative status ailment, they can roll a d4 at the end of each of their turns. On a result of 4, they are cured.
Sheer Force
When activating a move that has a chance to impose a stat change or inflict a status, this creature instead doubles its move modifier for the damage with no chance of the additional effect.
Shell Armor
This Pokémon is immune to extra damage dealt by a Critical Hit.
Shield Dust
Once per long rest, this Pokémon can ignore a negative status condition that results from an enemy move.
Shields Down
This Pokémon is immune to Non-Volatile status effects while in Meteor Form. When this Pokémon falls below 50% of its maximum hp, its outer shell breaks and it changes to Core Form. In Core Form, it adds 6 points to its DEX, but reduces its AC by 4. The Pokémon must complete a short rest to restore itself to Meteor Form.
Simple
Once per short rest, you may double this Pokémon's Move modifier for a single attack or damage roll.
Skill Link
Combo moves that have the ability to hit more than once, after the same attack roll, are guaranteed to hit at least twice. (Fury Swipes, Double Slap, Water Shuriken, etc.)
Slow Start
This Pokémon's speed is halved and its attacks are made at disadvantage for the first two rounds of every combat.
Slush Rush
This Pokémon is immune to Hail damage, and its speed is doubled in arctic conditions, or during a hailstorm.
Sniper
On a critical hit made by this Pokémon, triple the dice roll instead of doubling it.
Snow Cloak
This Pokémon is immune to Hail damage. It's AC is increased by 2 in arctic conditions, or when it is snowing or hailing.
Snow Warning
When this Pokémon enters an outside battle, the weather immediately changes to hail for 5 rounds. In the case of another Pokémon with a similar weather ability, the tie goes to the Pokémon with the highest DEX score.
Solar Power
Damage rolls for this Pokémon get an additional +2 during harsh sunlight.
Solid Rock
This Pokémon does not take any additional damage from a critical hit.
Soul-Heart
Upon seeing an ally faint, this Pokémon increases the ability scores of its saving throw proficiencies by 2 until the end of combat. This is stackable up to a maximum of +10 to any one ability score.
Soundproof
This Pokémon is immune to sound-based moves.
Speed Boost
This Pokémon's speed is increased by 10 feet while in an environment related to its type (DM Discretion).
Stakeout
When an opponent is switched out in battle, this Pokémon doubles the damage dealt if it targets the replacement on the first turn immediately following the switch.
Stall
This Pokémon is always last in initiative order.
Stalwart
This Pokémon may always choose its targets, ignoring the effects of moves that redirect targetting.
Stamina
When this Pokémon is damaged by a move, increase its AC by 2 until the start of its next turn. This ability does not stack and will remain in effect if the Pokémon is successfully attacked multiple turns in a row.
Stance Change
Aegislash has two forms. When Aegislash uses King's Shield, it changes to Shield Forme, swapping its AC and DEX stats. When it uses a damaging move, Aegislash immediately returns to Blade Forme, returning its stats to normal.
Static
When this Pokémon is hit by a melee attack, roll a d4. On a result of 4, the attacker takes an amount of electric damage equal to this Pokemon's proficiency bonus.
Steadfast
Once per long rest, when this Pokémon fails a saving throw against a negative condition, it can choose to pass instead.
Steam Engine
When damaged by a Fire- or Water-type move, this Pokémon's walking speed becomes double its base value until the end of its next turn.
Steelworker
This Pokémon adds its proficiency bonus to damage dealt by steel-type moves.
Stench
When this Pokémon is hit by a melee attack, roll a d10. On a 10, the attacker flinches.
Sticky Hold
Held items cannot be stolen or knocked away from this Pokémon.
Storm Drain
If this Pokemon or an ally within 30 feet is targeted with a direct water-type, damage-dealing move, the Pokemon may use a reaction to redirect the target to itself and take half damage from it if it hits.
Strong Jaw
For biting moves activated by this Pokémon (Bite, Thunder Fang, Crunch, etc.), they may roll the damage twice and choose either total.
Sturdy
When taking damage equal to half or more of your current HP, roll a d4. On a result of 3 of 4, halve the damage dealt.
Suction Cups
This Pokémon cannot be forced out of battle by an opponent’s moves.
Super Luck
This Pokémon increases its critical hit range by 1 (20 to 19+, etc.)
Supreme Overlord
This Pokémon adds +1 to its attack rolls for each currently downed ally, up to a maximum of +5.
Surge Surfer
When this Pokémon begins its turn in the area of effect from Electric Terrain, its speed is doubled.
Swarm
This Pokémon doubles its STAB bonus when it has 25% or less of its maximum health.
Sweet Veil
Any ally within 15 feet of this Pokémon is immune to the sleep condition.
Swift Swim
This Pokémon's speed is doubled in rainy conditions.
Sword of Ruin
Creatures within 60ft of this Pokémon which do not have a "* of Ruin" ability have -4 Constitution score, to a minimum of 1. This effect does not stack, and the creature's Constitution score is restored upon leaving the area of effect.
Symbiosis
This Pokémon may swap held items with an ally as a free action, as long as they are within 15 feet of each other.
Synchronize
If this Pokémon becomes burned, paralyzed, or poisoned, its attacker receives the negative status condition as well (if not immune).
Tablets of Ruin
Creatures within 60ft of this Pokémon which do not have a "* of Ruin" ability have -4 Strength score, to a minimum of 1. This effect does not stack, and the creature's Strength score is restored upon leaving the area of effect.
Tangled Feet
Attacks against this Pokémon have disadvantage when it is confused.
Tangling Hair
Opponents within melee range of this Pokémon cannot take the Disengage action to move away.
Technician
For damaging moves activated by this Pokémon with 15 max PP or more, they may roll the damage twice and choose either total.
Telepathy
This Pokémon cannot be damaged by its allies' attacks.
Teravolt
This Pokémon’s moves completely ignore any ability that would hinder or prevent their effect on the target or the user's ability to hit the target.
Thermal Exchange
This Pokémon cannot be burned. When this Pokémon takes fire-type damage, it makes its next attack with advantage.
Thick Fat
This Pokemon takes half the damage it otherwise would from Ice and Fire damage.
Tinted Lens
This Pokémon’s moves ignore resistances.
Torrent
This Pokémon doubles its STAB bonus when it has 25% or less of its maximum health.
Tough Claws
A successful melee attack by this Pokémon automatically gets STAB, regardless of its type. If it would normally get STAB, double the STAB bonus when adding to damage.
Toxic Boost
When this Pokémon is hit by a poison-type attack, its next attack is rolled at advantage.
Toxic Debris
When this Pokémon is damaged, it may use its reaction to emit toxic spikes. Each creature within 5ft of it must make a DEX save against a DC of this Pokémon's level + 2. On failure, the creature is poisoned.
Trace
This Pokémon copies a random ability of an opponent when entering battle. The ability cannot be Flower Gift, Forecast, Illusion, Imposter, Multitype, Trace, Wonder Guard, or Zen Mode.
Transformer
This Pokémon has a standard Normal form from which all stats are based, but may change forms as a bonus action to drastically change its abilities. The forms it can take are Attack, Defense, and Speed. In Attack form, it adds an additional +5 to its attack rolls, but all attacks against it has advantage. In Defense form, its AC increases by 3, but its attacks are rolled at disadvantage. If the activated move requires a save, the target(s) have advantage. In Speed form, it gains an additional attack action each turn, but the attack is done at disadvantage. If it is a move that requires a save, the target(s) have advantage.
Transistor
When this Pokémon uses an electric-type move, it may roll the damage twice and choose either total.
Triage
This Pokémon's healing or draining moves have a move time of 1 bonus action.
Truant
This Pokémon cannot use the same move in back to back rounds.
Turboblaze
This Pokémon’s moves completely ignore any ability that would hinder or prevent their effect on the target or the user's ability to hit the target.
Unaware
When this Pokémon attacks an opponent, it ignores any stat changes the opponent has been affected with after the start of battle.
Unburden
While this Pokémon is not holding an item, it gains 10 feet to its speed.
Unnerve
Opponents in combat with this Pokémon cannot eat held berries.
Unseen Fist
Melee attacks this Pokémon make may damage through the opponent's use of Protect or Detect.
Vessel of Ruin
Creatures within 60ft of this Pokémon which do not have a "* of Ruin" ability have -4 Wisdom score, to a minimum of 1. This effect does not stack, and the creature's Wisdom score is restored upon leaving the area of effect.
Victory Star
While this Pokémon is in battle, all allied Pokémon add an additional +1 to their attack rolls.
Vital Spirit
This Pokémon cannot be put to sleep.
Volt Absorb
This Pokémon takes no damage from electricity or electric-type attacks. Instead, half of any electric damage done is absorbed, restoring the Pokémon's HP.
Wandering Spirit
When this Pokémon is hit by a melee attack, one random ability of its attacker changes to Wandering Spirit for the remainder of the encounter, and the replaced ability replaces this Pokémon's Wandering Spirit ability.
Water Absorb
This Pokémon takes no damage from water or water-type attacks. Instead, half of any water damage done is absorbed, restoring the Pokémon's HP.
Water Bubble
This Pokémon is resistant to fire-type damage and immune to the burned condition.
Water Compaction
After being damaged by a water-type move, any other damage dealt to this Pokémon until the beginning of its next turn is halved.
Water Veil
This Pokémon is immune to burning.
Weak Armor
When an attack hits this Pokémon, its speed increases by 5 feet, but its AC is temporarily reduced by 1 until the end of battle (for a maximum reduction of -5).
Well-Baked Body
This Pokémon takes no damage from fire or fire-type attacks. Instead, its AC increases by 2 until it takes damage or after 1 minute, whichever happens first.
White Smoke
Other Pokémon's moves or abilities cannot lower this Pokémon stats.
Wimp Out
When a damaging move causes this Pokémon to fall below 50% of its maximum HP, it MUST disengage and move up to its speed in a straight line towards its trainer as a free action. If this would put the Pokémon in range of switching out, it must do so as another free action if another Pokémon is available to replace it.
Wind Power
When this Pokémon is damaged by a wind move, the number of damage dice used for its next electric-type attack doubles. Wind moves include Air Cutter, Bleakwind Storm, Blizzard, Fairy Wind, Gust, Heat Wave, Hurricane, Icy Wind, Petal Blizzard, Sandsear Storm, Sandstorm, Springtide Storm, Tailwind, Twister, Whirlwind, and Wildbolt Storm.
Wind Rider
This Pokémon is immune to damage dealt by wind moves. Additionally, this Pokémon's movement speed is double when moving with the wind's current direction, and halved when moving against the wind.
Wonder Guard
This Pokémon is immune to damaging attacks from types that are not in its vulnerabilities list. (Shedinja only. Cannot be passed or swapped)
Wonder Skin
This Pokémon has advantage on all saving throws against being burned, frozen, poisoned, or paralyzed.
Zen Mode
When Darmanitan is below 50% of its HP, it enters Zen Mode. In Zen Mode, Darmanitan changes into the form of a solid statue. It's type changes to Fire/Psychic, it gains +4 to its AC, and its STR and WIS ability scores are swapped.
Zen Mode (Galarian)
When Galarian Darmanitan is below 50% of its HP, it enters Zen Mode. In Zen Mode, Galarian Darmanitan changes into the form of a flaming snowman. It's type changes to Ice/Fire, it gains +4 to its AC, and its STR and WIS ability scores are swapped.
Zero to Hero
When a non-Pokémon ally of Palafin takes damage from a source outside that ally's control, Palafin may enter its Hero Form. In Hero Form, Palafin's size changes to Medium, its AC increases by 4, and each of its STR and DEX scores increase by 4, up to a maximum of 22. It may do this once per long rest. It reverts to normal form at the end of combat.