Legendary/Boss Battles
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.