Legendary/Boss Battles

You may choose to use either the updated "2024" rules, or use the "2018" rules found in the original handbook.
See: 2024 Rule Updates

Occasionally, a DM might want to throw an extra difficult boss at their players. A giant Onix terrorizing the town? A monstrous Huntail gobbling up fishing boats in the harbor? A Legendary Pokémon at the end of a long journey? Here are some actions and abilities you can give to an enemy to boost their deadliness in battle.

Legendary Abilities

It is recommended for DMs to award extra experience for defeating creatures with one or more of these skills.

Legendary Grit (X/Day)

If this Pokémon fails a saving throw, it can choose to succeed instead.

Legendary Resilience

This Pokémon may sacrifice its action to remove a negative status effect from itself.

Legendary Resistance (X/Day)

When this Pokémon takes damage from a move, it can choose to halve the total.

Legendary Attack I

This Pokémon can sacrifice its action now to make two attacks on its next turn. Or, it may make two attacks now and sacrifice its next action.

Legendary Attack II

This Pokémon may make two attacks on its turn.

Legendary Attack III

This Pokémon has a signature move that can be used twice in one turn.

Legendary Energy I

This Pokémon can sacrifice an action to regain all PP for a single move.

Legendary Energy II

This Pokémon has double the normal PP for every move.

Legendary Nimbleness

This Pokémon may move up to its speed without provoking attacks of opportunity.

Legendary Speed (X/Day)

This Pokémon may double its movement.

Legendary Toughness

This Pokémon's health is based off the maximum hit dice roll for each of its levels.

Legendary Reflexes

This Pokémon can use two reactions in a round of combat.

Legendary Knowledge

This Pokémon can learn moves from anywhere in its move list, regardless of level.

Legendary Armor (X/Day)

As a reaction, this Pokémon may increase its AC by (1, 2, or 3) if it would cause an attack to miss.

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