Kanto Gym Leaders
Kanto Gym Leaders
DM Slaby
Pokemon 5E Website
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the Materials used are property of
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We do not claim ownership of anything related to Pokemon or Dungeons and Dragons. Please support the original source.
Most images in this supplement are free, non-commercial use from FreePNG.com, PNGing.com, FreePNGLogos.com.
Gym leader images come from bulbapedia.bulbagarden.net and are owned by Nintendo. Inspiration and Ideas from: Pokemon Tabletop United, Pokerole,
Descriptions of gym leaders and arenas were taken from or adapted from Bulbapedia.
To the members of the Pokemon 5e Discord and subreddit for your support, ideas, and playtesting. This would not be possible if it were not for all of you.
Join our Subreddit (https://reddit.com/r/Pokémon5e) or Discord! (https://discord.gg/DA9gQAa)
1
Other Gym Battle Types - 3
Scaling Pokemon - 4
Reward Table - 4
Encounter Building - 4
Gym Contents - 6
Gym Map - 10
Gym Contents - 12
Gym Map - 15
Gym Contents - 17
Gym Map - 20
Gym Contents -
Gym Map -
2
I
n the Kanto Region, there are 12 gym leaders. Only 8 badges are Excitement Factor: Group battles, moves that alter the
needed to compete in the Indigo League. Each of the gym leaders
weather, Pokemon that evolve during the battle, high level
are optional and can be challenged at different levels. Below you
or rare Pokemon, etc. can all drive up the "excitement
will see the breakdown of each Gym Leader as they appear in the
factor" of a battle. "Excitement factor" is decided by the
Kanto Region. There are a lot of ways you can go about
Earn a Gym Badge players must battle at the level of the highest
Pokemon in their part or higher. Players must also battle at least 2 Gym
evolutions that may appear in later generations. Each gym leader has a The DM creates an NPC that battles
set of optional perks to increase the difficulty to the DM's choosing. These alongside the trainer against the Gym
perks include Terrain Bonus, Lair Action/Legendary Action, and Gym
Leader.
Leader Held Items. Likewise, their Pokemon can know a maximum of 6
moves. All gym leaders dificulty starts at Level 2; however, the difficulty
Gym leaders are part of an elite group that can register for
increases at Levels 5, 8, 10, 12, and 15. an upgraded trainer license that allows them to legally
Before each battle, the player may choose how many Pokemon he or wield more than one Pokemon in combat.
she battles against. Then, depending on the number of Gym Pokemon The NPC will have 2-3 Pokemon that are common in the
available to battle at that level, the player will either roll a d4 or d6 for the area.
number of Pokemon he or she wants to battle. So, if the player wants to
battle 3 of Brock's Pokemon at Lvl 1, the player would roll 3 d4. If the
player rolls a 1, 3, and 4, the player would then battle against Brock's
Geodude, Omanyte, and Kabuto. Even if the player wants to battle all of
the Gym Leader's Pokemon, they must still roll the required dice to see
the order in which they appear.
In each qualifying battle, they can only use 2-3 Pokemon
completed. The player then may battle the gym leader.
exciting enough".
3
When creating the Pokemon for each Gym Leader's Dungeon, the
challenge rating. You wouldn't have a Level 1 Trainer fight a Gym Leader
that has all Level 20 Pokemon, right? Here are some things to consider:
When creating a Gym Trainer or Gym Leader encounter, use the PC's
what changes Pokemon take on each time they level up.
When in doubt follow the D&D Encounter
Building Guide.
Make sure to check each Pokemon's move list for the moves that it can
moves.
Certain rooms in each Gym will provide a reward upon successfully
beating a gym trainer or solving the rooms puzzle. When completed, have
the trainer(s) roll on the table below for their reward.
d20 Reward
1-9 ₽50 x Trainer Lvl
10 Full Heal
11-15 Potion
16 Super Potion
17 Hyper Potion
18 Revive
19 Full Restore
20 ₽200 x Trainer Lvl & Super Potion
When building encounters, whether for a Gym Battle or otherwise, Sly
Flourish has an incredible resource for a few different methods of
recommend checking this reousrce out. They can all be found here:
https://slyflourish.com/5e_encounter_building.html
4
Boulder Badge
Brock, Flint, Lola, Forrest
Pewter City
The Pewter Gym is a rocky maze of several caverns. The rock spires shoot
up from the ground while loose boulders dot the maze.
The Gym Leader's Pokemon can camouflage themselves into the arena.
The Gym Leader rolls a stealth check against the player's active Pokemon's
+1 Damage Bonus to Rock Type Moves
Perception (Wisdom). If higher than the player's active Pokemon's
Super Potion, Hard Stone
( ₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated); TM's: Bide,
Rock Tomb, Headbutt, or Rockslide; Hardstone
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The inside of the Pewter City Gym resembles that of a cave. Including the
Entrance Chamber, the gym has 10 different rooms and 5 halls/passages. Gas Table
Room and Hall has doors that are locked until the trainer(s) has
All gasses on this table require a DC12 DEX Save Throw. On a fail, the
successfully completed the challenge. Below are the details for each room
Pokemon/trainers take on status effect.
and hall.
table. Once they’ve rolled on the Environmental Effect Table, read the
10 Confusion Gas Confused
following to your players.
11 Freezing Gas Frozen
12 Blinding Gas Blind
“Welcome to the Pewter City Gym! It seems that
the gym’s climate right now is (insert
environmental effect). Currently, (insert Gym
Leader) is the resident Gym Leader. They specialize
Description: The hall extends 20ft than comes to a T-crossing. Upon
in Pokemon that can be found in caves and entering the hall, have the trainer(s) make the Trap Saving Throw.
mountainous regions. If you follow the path
forwards you accept the Gym Leader’s challenge to Connects to: Entrance, Room 1A, Room 1B
find them in this cavern.” Trap: Stealth Rock - Sharp rocks have been placed throughout the hall.
damage.
Roll on this table to see what effect will take place in the Halls. Likewise, rock-type move to destroy the sharpened rocks. Roll as if the Pokemon
this table determines which Gym Leader the trainer will battle at the end was attacking another Pokemon in combat.
the next room. Upon entering the hall, have the trainer(s) make the Trap
16-
Foggy Reduced Vision to 0 Lola Saving Throw.
17
Connects to: Room 1A, Room 2A
18-
Dark Dex Mod -2 Flint Trap: Rock Blast - A series of rocks are summoned from the wall.
In each Hall, roll on the On A Failed Save: The summoned rocks fire their way towards the
rock damage.
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Description: The hall turns south than U-turns northward in the shape of Description: Located in the southwest corner of the gym, this room has a
a J. Upon entering the hall, have the trainer(s) make the Trap Saving single Gym Trainer in it. Otherwise, it is a dimly lit, open cavern with rock
Trap: Tar Shot - Buckets of tar spill out from the ceiling. Contents: Gym Trainer; optional battle, select 2 Pokemon from the
Trap Saving Throw: DEX, DC 12 Gym Specific Pokemon Table on page __.
Description: The hall S-curves north through a field of large boulders. Gym Specific Pokemon Table on page __.
Upon entering the hall, have the trainer(s) make the Trap Saving Throw. Reward: ₽200 x Trainer Level
Connects to: Room 2A, Room 2B, Room 3A, Room 3B
each Pokemon.
Trap Saving Throw: CON/DEX, DC 13 Description: The cavern opens up to reveal a seesaw in the middle of the
On A Failed Save: The impacted Pokemon are poisoned. room with a sleeping Golem nearby.
Alternate Approach: Have the trainer use a Pokemon that knows a Connects to: Hall 2, Hall 4
rock-type move to knock away the poisonous spikes. Roll as if the Contents: Puzzle. A seesaw set up with a key hanging from a string
Pokemon was attacking another Pokemon in combat. above one end. Player(s) need to apply twice the force to non-key end
compared to key end. The key can then be inserted into the back of a
# of Spikes AC/Spike HP/Spike Golem that is trying to stop the party from getting the key (ie. pushing
players off, applying weight to the wrong end, etc.). Idea from
1d8 12 1 u/MadDogOzie
Description: The hall extends north 20ft then turns left. Upon entering
the hall, have the trainer(s) make the Trap Saving Throw. Description: The dimly lit cavern appears to have many stone trinkets
Connects to: Room 3B, Room 4A strewn about the edges of the room.
Trap: Stone Edge - The earth moves beneath your feet as sharp stones Connects to: Hall 3, Hall 4, Room 3B
pierce through the ground throughout the hall. Contents: Puzzle. A Venn diagram is etched out on the stone floor.
Trap Saving Throw: DEX, DC 14 Outside of the circle are a number of stone trinkets in the shape of
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Description: Located in the 2nd half of the gym's cavernous maze, this
room has a Gym Trainer in it blowing bubble gum as she waits for the
next challenger.
Description: East of the S-Curve Hall, the Gym Trainer waiting in this
Description: This room is suspiciously empty. No Pokemon, no trainers,
Contents: Puzzle: The only exit to the room is a sentient, talking door.
The party must converse with it and trick it into saying the password. Idea
from u/squeebird
Description: Once the trainer(s) enter this empty-appearing room, the
Contents: Puzzle: The doors close on all sides. The door on the far
side, towards their destination, has a panel with a button and a display.
The display has a timer for 30 seconds, and every time the button is
pressed, the timer resets and two Gym Specific Pokemon fall from the
ceiling to attack. When the timer hits zero, the doors open. Idea from
u/theserys
system. Standing in the doorway, the trainer can see depressions in the Gym
arena that look like large potholes. The gym leader welcomes the trainer
Leader Favorite Pokemon
and congratulates them for making it through the gym challenge.
₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Poliwag, Poliwhirl, Poliwrath, Azurill, Marill,
( Lola
Defeated)
Azumarill
TM: Bide, Rock Tomb, Headbutt, or Rock Slide Flint Geodude, Graveler, Golem
Hard Stone
The table below holds all of the Pokemon that trainer's may encounter in the gym. Likewise, these are Pokemon that the Gym Trainer's and Gym Leaders
will hold in their party during battles. The DM can choose from this list when building those encounters.
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10
Cascade Badge
Misty, Daisy, Violet Lily
Cerulean City
The Cerulean Gym is a marine maze of rocky outcrops and islands. The
islands are connected by rickety bridges and series of of locks.
The Gym Leader's Pokemon can disappear into the water of the gym. The
turn.
Super Potion, Shell Bell, Mystic Water
( ₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated); TM's:
Bubblebeam, Rain Dance, Water Pulse, Scald, or Brine; Mystic Water
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The inside of the Cerulean City Gym resembles that of a series of stony
islands in a bay area. Including the Entrance Chamber, the gym has 10 Island 1 Challenge
different islands connected by 15 rickety bridges. Each island has a
When the trainer's read the inscription on the middle pedestal, read the
specific challenge to it that begins as soon as the adventurer steps onto
following aloud:
the island. Below are the details for each island and bridge.
Connections
“Welcome to the Cerulean City Gym! It seems that Bridge A. Connects to Island 2
the gym’s climate right now is (insert Bridge B. Connects to Bridge E
environmental effect). Currently, (insert Gym Bridge C. Connects to Island 3
Leader) is the resident Gym Leader. They specialize
in Pokemon that can be found in waterways and
aquatic environments. To begin the Gym Leader's
Challenge, read the inscription on the middle
pedestal.” Island 2 Challenge
When the trainer's read the inscription on the pedestal, read the following
aloud:
Likewise, this table determines which Gym Leader the trainer will battle
15-
Light Rain Gym Leader DMG +1 Daisy
16 Connections
Crossing Bridges
When crossing any bridge, the trainer(s) must make a DC 10 Dexterity
trainer(s).
every island.
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Island 3 Challenge Island 6 Challenge
When the trainer's read the inscription on the pedestal, read the following When the trainer's read the inscription on the pedestal, read the following
aloud: aloud:
Riddle #3: I am a Legendary beast and was once Riddle #6: I am one of two final evolutions. I am an
caught by Misty, the gym leader. What Pokemon amphibious creature. At night, I make territorial
am I? claims near lakes through cries that sound like
shooting. What Pokemon am I?
Answer: Suicune
Connections
aloud:
Island 7 does not have a pedestal or challenge. However, there is a gym
Bridge E. Connects to Bridge F and Island 2 When the trainer's read the inscription on the pedestal, read the following
aloud:
Bridge F. Connects to Island 5
Island 5 Challenge
When the trainer's read the inscription on the pedestal, read the following Answer: Togepi
aloud:
Correctly Answered: All Pokemon regain 50% HP
Connections Connections
Bridge F. Connects to Bridge E Bridge H. Connects to Island 5
Bridge G. Connects to Island 2 Bridge N. Connects to Bridge M and Island 8
Bridge H. Connects to Island 9 Bridge O. Connects to Island 10 - Gym Leader Island
Bridge I. Connects to Island 6
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Connects to: Bridge O
Room Description:
The gym leader sits waiting in a stone built throne for a trainer to come Gym Leader Specific Pokemon:
and challenge them. Behind the gym leader is a wall of boulders, damp
Each Gym Leader has a favorite Pokemon line, below are Misty's, Daisy's,
from the humidity in the air. Standing at the end of the bridge, the trainer
Lily's, and Violet's. At least one of their favorite Pokemon should be in
can see holes in the wall of boulders with small lines of water trickling
their party when fighting the trainer(s).
out. The gym leader welcomes the trainer and congratulates them for
will hold in their party during battles. The DM can choose from this list when building those encounters.
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15
Sabrina
Marsh Badge
Saffron City
The Saffron Psychiv Gym is a sterile, industrial maze of warp spots
enclosed rooms. Each room is connected by a number of warp tiles that
lead to other rooms. The only door into and out of the gym is the main
entrance.
The Gym Leader's Pokemon can disappear into the psychic mist in the
for 1 turn.
+1 Damage Bonus to Psychic Type Moves
( ₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated) TM's: TM:
Super Potion, Twisted Spoon
Psychic, Calm Mind, Psychocut, or Telekineses; Twisted Spoon
16
The inside of the Saffron City Psychic Gym resembles that of an
industrial series of independent rooms without doors. Including the Warp Tiles
Entrance Chamber, the gym has 20 different rooms connected by 24
There are 25 connecting warp tiles (24 Numbered Tiles and 1 One-Way
different warp tiles. Several rooms have psychic mist pouring into them,
Tile from the Gym Leader's Room). Likewise, there is a DM Map and a
including the Gym Leader's Room. Below are the details for each room,
Challenger Map. The DM Map includes the numberings of each warp tile
the warp tiles, and the psychic mist.
whereas the Challenger Map does not. A DC 25 Perception Check would
perceive where all of the warp tiles lead. Within each room, the
The first room is made of metal and concrete with two statues (one of those warp tiles room lead to.
Alakazam and the other of Hypno) off to either side. The Gym Guide is WT = Warp Tile
Psychic Mist
“Welcome to the Saffron City Psychic Gym! It Rooms B, D, G, K, N, P, R, & T have psychic mist pumping into them from
seems that the gym’s climate right now is (insert the pipes in those rooms. Based on the challengers roll on the
environmental effect). Currently, Sabrina is waiting Environmental Effects Table, any time that the challengers enter one of
for her next challenger. She specializes in Psychic these rooms, they must make a DC 12 CON Save, then be immediately
Pokemon that are often used to perform illusions attacked by the Gym Trainer in that room. In Room T, since this is the
or mind controlling powers. To begin the Gym Gym Leader's Room, they must do the same. Sabrina will immediately
room.
Likewise, this table determines which Gym Leader the trainer will battle
Environmental
Warp Tiles
d20 Effects Effect
WT 9 > Room S
1-
Clear No Effects WT 16 > Room R
15
Warp Tiles
WT 13 > Room J
WT 14 > Room K
17
Warp Tiles Warp Tiles
WT 23 > Room F
Warp Tiles
WT 15 > Room C
See Psychic Mist Details on PG 17.
WT 18 > Room G
WT 23 > Room M
Warp Tiles
WT 21 > Room J
See Psychic Mist Details on PG 17.
Warp Tiles Warp Tiles
Warp Tiles
See Psychic Mist Details on PG 17.
WT 11 > Room P
WT 10 > Room Q
Warp Tiles
WT 12 > Room I
Warp Tiles
WT 2 > Room E
WT 3 > Room Q
Warp Tiles
WT 12 > Room P
WT 3 > Room I
WT 10 > Room H
Warp Tiles
WT 13 > Room D
WT 21 > Room N
See Psychic Mist Details on PG 17.
Warp Tiles
WT 16 > Room B
WT 24 > Room L
Warp Tiles
WT 14 > Room D
WT 17 > Room N
Warp Tiles
WT 5 > Room C
WT 6 > Room L
Warp Tiles WT 9 > Room B
WT 6 > Room S
WT 7 > Room M
WT 24 > Room R
18
Psychic Mist
Room Description:
See Psychic Mist Details on PG 17.
Sabrina twirls around playing in the Psychic Mist with her Pokemon
waiting for a trainer to come and challenge her. The mist pink and yellow
Warp Tiles
mist swirls around Sabrina as you enter from the warp tile. You can see
the one-way exit warp tile about 10-15ft away. Sabrina eerily stops
WT 8 > Room M
twirling, her back the challengers. Immediately she instructs her first WT X > Main Entrance
Pokemon to attack.
Lily's, and Violet's. At least one of their favorite Pokemon should be in (Room C) > 23 (Room F) > 8 (Room M) > Gym Leader
their party when fighting the trainer(s). Room (Room T) > X (Main Entrance)
will hold in their party during battles. The DM can choose from this list when building those encounters.
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20
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AJ
Butte Badge
Cerulean Forest
AJ's Gym resembles an encampment in a dry, rocky desert. The battlefield
itself is outdoors on a plateau marked with spires and other desert features.
The Gym Leader's Pokemon can use the terrain to their advantage. The
Super Potion, Soft Sand, Sharp Beak
( ₽1000 x Lvl of Trainer) + (₽100 x # of Pokemon Defeated); TM's: Air Slash,
Acrobatics, Bulldoze, or Sand Tomb; Soft Sand or Sharp Beak
22
Since AJ's Gym is a newly created gym in the Pokemon League, it is not
Environmental Effects Table
as set up or as complicated as other gyms. It is a simple battlefield with
Roll on this table to see what effect will take place.
stone and dry grass. A number of rock spires dot the battlefield. As the
challengers walk up the stone steps, they will be greeted by one of AJ's
d20 Environmental Effects Effect
gym trainers. Unlike other gyms, these gym trainers do not battle, rather
they train AJ's Pokemon when AJ is not available. Around the battlefield 1-14 Clear No Effects
stand a number of tents ranging in size. These are AJ's training tents.
When not in the field, AJ and his gym trainers will train the Pokemon in 15 Windy Flying-type +1 Dex Bonus
these tents.
16-18 Intense Sunlight Water Moves -2 Dmg
Upon reaching the top of the stairs, a gym trainer will welcome the
20 Haboob -1d4 HP each turn
challenger(s) to the Gym and have them roll on the environmental effects
table. Once they’ve rolled on the Environmental Effects Table, read the
Reward:
“Welcome to AJ's Gym! It seems that the TM: Air Slash, Acrobatics, Bulldoze, or Sand Tomb
will hold in their party during battles. The DM can choose from this list when building those encounters.
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Type Specialty: Ground & Flying Type Specialty: Poison
Type Specialty: Electric & Steel Type Specialty: Bug
Type Specialty: Grass Type Specialty: Electric & Dark
Type Specialty: Fighting Type Specialty: Fire
Type Specialty: Ground & Dragon
Location: Giovanni