Hi, everyone! Today, we’re following up last week’s article with a second batch of Pokemon, suggested by friends of TBM Games. One oddity you might notice in these statblocks is that I opted to categorize all of these Pokemon as Beasts, rather than discerning between 5e’s creature types. My intent was to focus on the Pokemon’s role within the game setting – they’re the primary fauna in the World of Pokemon, and the Beast creature type is woefully underutilized in that respect. Lots of magical creatures indigenous to fantasy settings are categorized as Monstrosity, but I think that does a disservice to the role such creatures play in fantasy campaigns.

Klefki
Pokemon based on inanimate objects don’t get as much love, and despite its silly appearance, the combination of Fairy and Steel typing make Klefki a force to be reckoned with. Since they compulsively collect keys, aristocrats and nobles would give Klefki important keys. Even today, wild Klefki will sneak into people’s homes to steal keys, making these mischievous Pokemon into a nuisance even when their size doesn’t make them a threat.
Klefki
Tiny Beast(Pokemon), Unaligned
AC 14 Initiative +2 (12)
HP 25 (7d4+7)
Speed 5 ft., Fly 20 ft.(hover)
STR 8 -1 -1 DEX 14 +2 +2 CON 13 +1 +3
INT 10 +0 +0 WIS 12 +1 +1 CHA 15 +2 +4
Immunities Poison; Poisoned
Senses Passive Perception 13
Skills Perception +3, Sleight of Hand +4
CR 1/2 (100 XP; PB +2)
TRAITS
Prankster. The Klefki can take its turn on Initiative Count 20 instead of its normal Initiative. If it does, it cannot make any attack rolls on its turn.
ACTIONS
Tackle. Melee Attack Roll: +1, reach 5 ft. Hit: 4 (1d4+2) Bludgeoning damage.
Draining Kiss. Melee Attack Roll: +4, reach 5 ft. Hit: 9(2d8) Radiant damage, and the Klefki heals HP equal to the damage dealt.
Spikes. A 15-foot cube within 60 feet of the Klefki becomes Difficult Terrain. A creature which enters the Difficult Terrain or starts its turn there takes 3(1d6) damage.
Thunderwave. Constitution Saving Throw: DC 12, one creature within 60 ft. Failure: The target’s speed is reduced to 10 feet, and it can’t take Reactions until the end of its next turn.
Lampent
Pokemon has a longstanding tradition of unsettling Pokedex entries for Ghost-type Pokemon. Wild Lampent appear just before someone passes away to harvest their fleeting life force, raising several interesting questions about life and death in the Pokemon world. How quantifiable is “life force” that Pokemon can be observed to feed upon it? Did Lampent develop as a species to resemble streetlamps, or were they built to resemble Lampent?
Lampent
Medium Beast(Pokemon), Unaligned
AC 15 Initiative +5 (15)
HP 103 (23d8)
Speed 5 ft., Fly 30 ft.(hover)
STR 12 +1 +1 DEX 15 +2 +2 CON 10 +0 +0
INT 13 +1 +4 WIS 8 -1 -1 CHA 16 +3 +6
Senses Passive Perception 9
Resistances Bludgeoning, Piercing, Slashing
Skills Stealth +5
CR 6 (2,300 XP; PB +3)
TRAITS
Illuminated. The Lampent emits Bright Light within 10 feet of itself while conscious.
ACTIONS
Multiattack. The Lampent makes three Shadow Ball attacks or two Flame Wheel attacks.
Flame Wheel. Melee Attack Roll: +5, reach 5 ft. Hit: 23 (6d6+2) Fire damage.
Shadow Ball. Ranged Attack Roll: +6, Range 60/120 ft. Hit: 14(3d8) Necrotic damage.
Will o’ Wisp. Constitution Saving Throw: DC 14, one creature within 60 ft. Failure: The target has the Frightened condition for 1 minute. While Frightened in this way, whenever the target makes a damage roll, it rolls twice and uses the lower result.
Clodsire
What can I say about Clodsire, other than that it’s friend-shaped? These gentle Pokemon live at the bottom of ponds and swamps, and will ferry Wooper from one shore to another on its back. How a monster raises its young can also make a significant impact on your adventures – reinforcements might be just around the corner, making a fight with a single monster into a far more dangerous skirmish than an adventurer bargained for.
Clodsire
Large Beast(Pokemon), Unaligned
AC 15 Initiative -2 (8)
HP 124 (13d10+52)
Speed 20 ft.
STR 15 +2 +2 DEX 6 -2 -2 CON 18 +4 +7
INT 8 -1 -1 WIS 12 +2 +5 CHA 16 +3 +3
Senses Passive Perception 12
Resistances Bludgeoning, Piercing, Slashing
CR 7 (2,900 XP; PB +3)
TRAITS
Unaware. When the Clodsire would take damage, that damage is instead applied at the end of its next turn.
Poison Point. When the Clodsire is hit by a melee attack, the attacker has the Poisoned condition until the start of their next turn.
ACTIONS
Multiattack. The Clodsire makes 2 Slam attacks.
Slam. Melee Attack Roll: +5, reach 10 ft. Hit: 24 (4d10+2) Bludgeoning damage.
Earthquake. Constitution Saving Throw: DC 14, Each creature within a 60-foot Emanation originating form the Clodsire. Failure: 21(3d12+2) Bludgeoning damage, and the target has the Prone condition. Success: Half damage, and the target is pushed 5 feet straight away from the Clodsire.
Magikarp & Gyarados
Magikarp certainly does not strive to impress — You’d be hard-pressed to make a combat challenge from even a school of the lovably dopey fish, so included here are both Magikarp and its evolved form, Gyarados, which is a considerably more threatening Pokemon. This just goes to show, a Pokemon raised with love and care can aspire to become a far stronger creature.
Magikarp
Small Beast(Pokemon), Unaligned
AC 11 Initiative +3 (13)
HP 2 (1d6-1)
Speed 5 ft., Swim 30 ft.
STR 3 -4 -4 DEX 12 +1 +1 CON 8 -1 -1
INT 8 -1 -1 WIS 8 -1 -1 CHA 8 -1 -1
Senses Passive Perception 9
CR 0 (10 XP; PB +2)
ACTIONS
Splash. Melee Attack Roll: +1, reach 5 ft. Hit: 0 damage; absolutely nothing happens.
Tackle. Melee Attack Roll: +1, reach 5 ft. Hit: 3 (1d4+1) Bludgeoning damage.
Gyarados
Huge Beast(Pokemon), Unaligned
AC 15 Initiative +8 (18)
HP 136 (13d12+52)
Speed 5 ft., Swim 30 ft., Fly 10 ft.
STR 18 +4 +7 DEX 14 +2 +2 CON 18 +4 +4
INT 8 -1 -1 WIS 16 +3 +6 CHA 16 +3 +3
Skills Perception +6, Intimidation +9
Senses Passive Perception 16
CR 8 (3,900 XP; PB +3)
TRAITS
Rampage. The Gyarados has Advantage on attack rolls it makes if it has taken damage since its last turn.
ACTIONS
Multiattack. The Gyarados makes 3 Thrash attacks.
Thrash. Melee Attack Roll: +5, reach 15 ft. Hit: 17 (2d12+4) Bludgeoning damage.
BONUS ACTIONS
Intimidate. Constitution Saving Throw: DC 17, each creature which can see the Gyarados. Failure: The target has the Frightened condition for the next 1 minute. It can repeat this saving throw at the end of each of its turns, ending the condition on a success. Success: The target is immune to the Gyarados’s Intimidate for the next 24 hours.
The Journey Continues!
Bringing these Pokemon to the D&D table was a fun challenge! I hope that these stat blocks felt like an interesting exploration of some of these iconic monsters, or gave you ideas to adapt other monsters into your TTRPG adventures. The World of Pokemon, rife with strange creatures, invites you to think about monsters in a more dynamic way, and these lessons can lead your worldbuilding in exciting new directions. Who knows what your players will uncover next!
Pokémon, Pikachu and all other Pokémon characters © 1995-2026 Nintendo, GAME FREAK and Creatures, Inc. This article is fan-made content. No infringement is intended.
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