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Apollomon Magic Resistance.

Apollomon has advantage on saving throws


Large elemental celestial against spells and other magical effects.
Mega Digimon
Digivolves from: Flaremon Magic Weapons. Apollomon’s weapons are magical.

Armor Class 20 Actions


Hit Points 518 (28d20 + 224)
Speed 60 ft Multiattack. Apollomon makes three attacks, one of which
must be a Sunfire Punch.
STR DEX CON INT WIS CHA
Sunfire Punch. Melee Weapon attack: +18 to hit, reach 5 ft, one
30 (+10) 17 (+3) 26 (+8) 21 (+5) 20 (+5) 24 (+7) target. Hit: 32 (4d10 + 10) fire damage. On a successful hit,
target must make a DC 26 Constitution saving throw or be
Saving Throws Dex +11, Cha +15 knocked unconscious. The target will remain unconscious until
Skills Athletics +18, Perception +13 it regains hit points from an external source.
Damage Resistances code, cold; bludgeoning, piercing, and
slashing that is nonmagical Sun Punch Arrow. Ranged Weapon attack: +DEX+Prof to hit,
Damage Immunities fire, radiant range 120 ft, 1-6 targets. Apollomon must make additional
Condition Immunities charmed, frightened, paralyzed, petrified attack rolls for each additional target. Hit: 4 (1d8) fire damage
Senses Truesight 120 ft, passive Perception 23 six times. Apollomon must declare which target each damage
Languages all roll will be for before rolling for each attack.
Challenge 25 (75,000 XP)
Proficiency Bonus +8 Sun Ball Blast (Recharge 5-6). Apollomon emits a hot-radiant
beam from the orb on its back in a 90-foot cone. Each creature
in the area must make a DC 23 Dexterity saving throw. On a
God of Flames. When Apollomon is dealt fire damage, it instead failed save, a creature takes 33 (6d10) fire damage plus 33
takes no damage and recovers hit points equal to half the fire (6d10) radiant damage. On a successful save, a creature takes
damage it would’ve normally received. On a critical hit, half as much damage.
Apollomon recovers hit points equal to the full fire damage of
the attack. Reactions
Heated Body. An enemy that touches Apollomon or hits it with a Flash Flame. Apollomon releases a blinding flame from its body,
melee attack while within 5 ft of it takes 13 (3d8) fire damage. blinding those unfortunate enough to see it. Creatures within
120 feet of Apollomon that can see it must succeed on a DC 23
Immutable Form. Apollomon is immune to any spell or spell Constitution saving throw or be blinded for 1 minute. If a
effect that would alter its form. creature is attacking Apollomon when Flash Flame is used, it
fails the saving throw automatically.
Legendary Resistance (6/Day). If Apollomon fails a saving throw,
it can choose to succeed instead.
Multiattack. BanchoStingmon makes two Bloody Finishes and
BanchoStingmon one Redbutt.
Large humanoid
Mega Digimon Bloody Finish. Melee Weapon attack: +11 to hit, reach 10 ft, one
Digivolves from: JewelBeemon target. Hit: 18 (2d12 + 5) piercing damage. If the target has 12
or less hit points after taking damage from this attack, the
Armor Class 18 target dies instantly.
Hit Points 241 (21d10 + 126)
Speed 30 ft, fly 90 ft (hover) Redbutt. Melee Weapon attack: +11 to hit, reach 5 ft, one target.
Hit: 23 (4d8 + 5) bludgeoning damage. Target must make a DC
STR DEX CON INT WIS CHA 21 Constitution saving throw or be stunned until the start of
19 (+4) 21 (+5) 22 (+6) 22 (+6) 18 (+4) 25 (+7) BanchoStingmon’s next turn.

Saving Throws Dex +11, Con +11, Int +12 Bakuraiten (1/Long Rest). BanchoStingmon can release up to 4
Skills Intimidation +13, Nature +12 mine insects into any flat 5x5 area within 90 feet of itself.
Damage Resistances cold, fire, lightning; bludgeoning, piercing, Whenever a creature moves into an area occupied by a mine
and slashing that is nonmagical insect, they must make a DC 20 Dexterity saving throw or take
Damage Immunities poison 14 (4d6) force damage. The mine insects are nearly invisible
Condition Immunities charmed, frightened, grappled, poisoned and require a successful Intelligence (Investigation) check
Senses Darkvision 120 ft, passive Perception 22 against the spell save DC above to notice. The mine insects last
Languages up to 7 languages for 1 minute.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Legendary Actions
BanchoStingmon can take 3 legendary actions, choosing from
Legendary Resistance (3/Day). If BanchoStingmon fails a saving the options below. Only one legendary action option can be
throw, it can choose to succeed instead. used at a time and only at the end of a creature’s turn.
BanchoStingmon regains spent legendary actions at the start of
Magic Resistance. BanchoStingmon has advantage on saving its next turn.
throws against spells and other magical effects.
Fly. BanchoStingmon flies up to half its fly speed without
Personal Justice (3/Day). BanchoStingmon ignores damage provoking opportunity attacks.
resistances for a creature when he targets it with an attack roll.
Bloody Finish (Costs 2 Actions). BanchoStingmon makes a Bloody
Prideful Deliquent. BanchoStingmon has advantage on Finish attack.
Charisma (Intimidation) checks and Wisdom (Perception)
checks against all creatures. Redbutt (Costs 3 Actions. BanchoStingmon makes a Redbutt
attack.
Actions

Buraimon Ambusher. In the first round of combat, Buraimon has


Medium beast advantage on attack rolls against any creature it has surprised.
Champion Digimon
Digivolves from: Hyokomon Cunning Action. On each of its turns, the monster can use its
bonus action to take the disengage, dash, or hide actions.
Armor Class 15
Hit Points 52 (8d8 + 16) Dive. If Buraimon flies 25 feet straight toward a target in a
Speed 30 ft, climb 30 ft, fly 30 ft descent and makes a successful melee attack roll, add an extra
die to the attack roll.
STR DEX CON INT WIS CHA
9 (-1) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 12 (+1) Keen Hearing. Buraimon has advantage on Wisdom
(Perception) checks that rely on hearing.
Skills Intimidation +3, Perception +3, Stealth +6
Senses Darkvision 60 ft, passive Perception 13
Actions
Languages Auran, Common Multiattack. Buraimon makes two Swallow Duet Reverse plus
Challenge 4 (1,100 XP) one Swallow Return Strike.
Proficiency Bonus +2
Swallow Duet Reverse. Melee Weapon Attack: +6 to hit, reach 5 ft,
one target. Hit: 8 (1d8 + 4) slashing damage.
Alert. Buraimon has advantage on Dexterity checks for initiative.
Additionally, Buraimon can’t be surprised, and any creatures Swallow Return Strike. Ranged Weapon Attack: +6 to hit, range
don’t gain advantage on attack rolls against it as a result of 80/160 ft, one target. Hit: 7 (1d6 + 4) slashing damage.
being hidden from it.
Deputymon
Medium aberration
Champion Digimon
Digivolves from: Candlemon

Armor Class 16
Hit Points 60 (8d8 + 24)
Speed 30 ft

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 11 (+0)

Damage Vulnerabilities acid


Damge Resistances bludgeoning, piercing, and slashing that is
nonmagical
Senses passive Perception 11
Languages Common
Challenge 3 (700 XP)
Proficiency Bonus +2

Gun Barrel Body. Deputymon has disadvantage when using


Justice Buster if he took damage this round.

Actions
Multiattack. Deputymon makes two of the same attack.

Russian Roulette. Melee Weapon attack: +6 to hit, reach 5 ft, one


target. Hit: 8 (1d8 + 4) bludgeoning damage.

Justice Buster. Ranged Weapon attack: +4 to hit, range 40/120 ft,


one target. Hit: 8 (1d12 + 2) piercing damage.

Quick Shot. Ranged Weapon attack: +4 to hit, range 50 ft, one


target. Hit: 7 (1d10 + 2) piercing damage.
Diarbbitmon it prone.
Large beast humanoid
Mega Digimon
Actions
Digivolves from: Lamortmon Multiattack. Diarbbitmon makes two Truskmore Advances.

Armor Class 18 Truskmore Advance. Melee Weapon attack: +14 to hit, reach 5 ft,
Hit Points 322 (28d12 + 140) one target. Hit: 28 (6d6 + 7) radiant damage plus 2 (1d4) code
Speed 35 ft damage.

STR DEX CON INT WIS CHA Twin Spear Pursuit (Recharge 5-6). Diarbbitmon summons two
floating magical spears and launches them at a creature it can
24 (+7) 16 (+3) 21 (+5) 20 (+5) 20 (+5) 17 (+3)
see within 60 feet of itself. The creature must succeed on a DC
20 Dexterity saving throw and has disadvantage when it makes
Saving Throws Dex +10, Con +12, Wis +12 the saving throw. On a failed save, the creature takes 55
Skills Animal Handling +12, Athletics +14, Nature +12, (10d10) force damage. On a successful save, the creature takes
Perception +12, Stealth +10 half as much damage.
Damage Resistances code, cold, fire, poison, psychic;
bludgeoning, piercing, and slashing that is nonmagical Buck Rush (Recharge 6). Diarbbitmon summons afterimages of
Condition Immunities charmed, frightened, petrified, poisoned itself around a target creature within melee range. The creature
Senses Darkvision 60 ft, passive Perception 22 must succeed on a DC 22 Dexterity saving throw. On a failed
Languages all save, the creature takes 42 (12d6) slashing damage and is
Challenge 23 (50,000 XP) knocked prone. On a successful save, the creature takes half
Proficiency Bonus +7 damage and is not knocked prone. When knocked prone this
way, Diarbbitmon can make a Truskmore Advance against the
Ambusher. In the first round of combat, Diarbbitmon has creature.
advantage on attack rolls against any creature it has surprised. If not knocked prone, the creature makes a DC 22 Wisdom
saving throw or become frightened of Diarbbitmon for 1
Corrupted Data Fury. When Diarbbimon takes code damage, its minute. The creature can repeat the saving throw at the end of
Recharge action automatically recharges. each of its turns, ending the effect on itself on a success. If a
creature’s saving throw is successful or the effect ends for it,
Excited to Be Here. Diarbbitmon has advantage on initiative the creature is immune to being frightened by Buck Rush for
rolls. the next 24 hours.

Freedom of Movement. Diarbbitmon ignores difficult terrain, and Reactions


magical effects can’t reduce its speed or cause it to be
restrained. It can spend 5 feet of movement to escape from Parry. Diarbbitmon may use its reaction to add 3 to its AC
nonmagical restraints or being grappled. against a melee attack that would hit it. To do so, Diarbbitmon
must see the attacker and be wielding a melee weapon.
Immutable Form. Diarbbitmon is immune to any spell or spell
effect that would alter its form. Legendary Actions
Indomitable (3/Day). Diarbbitmon rerolls a failed saving throw. Diarbbitmon can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be used at
Magic Resistance. Diarbbitmon has advantage on saving throws a time and only at the end of a creature’s turn. Diarbbitmon
against spells and other magical effects. regains spent legendary actions at the start of its next turn.

Magic Weapons. Diarbbitmon’s weapon attacks are magical. Sword Strike. Melee Weapon attack: +14 to hit, reach 5 ft, one
target. Hit: 16 (3d6 + 7) radiant damage plus 1 code damage.
Relentless (1/Day). The first time Diarbbitmon takes damage
that would reduce it to 0 hit points, it is reduced to 1 hit point Sprint (Costs 2 Actions). Diarbbitmon moves up to its entire
instead. movement speed with provoking opportunity attacks.

Sure-footed. Diarbbitmon has advantage on Strength and Twin Spear Pursuit Recharge (Costs 2 Actions). At the start of
Dexterity saving throws made against effects that would knock Diarbbitmon’s next turn, it can make a second recharge roll if
the first fails.
Divemon
Medium or Large humanoid
Ultimate Digimon
Digivolves from: Runnermon

Armor Class 15
Hit Points 105 (14d8 + 42)
Speed 30 ft, swim 30 ft

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 16 (+3) 10 (+0) 12 (+1) 19 (+4)

Saving Throws Dex +3, Int +3, Cha +7


Skills Athletics +6, Nature +6, Survival +4
Damage Resistances cold
Senses Darkvision 90 ft, passive Perception 11
Languages Aquan, Common
Challenge 8 (3,900 XP)
Proficiency Bonus +3

Amphibious. Divemon can breathe air and water.

Keen Underwater Sight. Divemon has advantage on Wisdom


(Perception) checks that rely on sight while underwater.

Swimby. Divemon doesn’t provoke an opportunity attack when


it swims out of an enemy’s reach.

Top Swimmer. Divemon can move double its swim speed if it


did not attack last turn.

Actions
Multiattack. Divemon makes two of the same attack.

Fillet Blade. Melee Weapon attack: +6 to hit, reach 5 ft, one


target. Hit: 21 (4d8 + 3) slashing damage.

Ripple Edge. Ranged Spell attack: +7 to hit, range 60 ft, one


target. Hit: 11 (2d10) force damage.

Reactions
Liquid Veil (Recharges on a Short or Long Rest). While on land,
Divemon may use a reaction to add 2 to its AC for the next 30
seconds.
Gwappamon Hudiemon
Medium construct Huge celestial
Champion Digimon Champion Digimon
Digivolves from: Kamemon Digivolves from: Wormmon

Armor Class 16 Armor Class 17


Hit Points 49 (11d6 + 11) Hit Points 127 (15d10 + 45)
Speed 20 ft, swim 40 ft Speed 20 ft, fly 30 ft (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 12 (+1) 7 (-2) 14 (+2) 8 (-1) 14 (+2) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 14 (+2)

Skills Acrobatics +4, Perception +4, Performance +3 Saving Throws Cha +5


Senses passive Perception 14 Skills Nature +3, Religion +3
Languages Common, Modron, Sylvan Damage Immunities poison, radiant
Challenge 2 (450 XP) Condition Immunities poisoned, prone
Proficiency Bonus +2 Senses Darkvision 60 ft, passive Perception 11
Languages Celestial, two additional languages
Challenge 6 (2,300 XP)
Amphibious. Gwappamon can breathe air and water. Proficiency Bonus +3
Head Bowl. Gwappamon has a bowl-like indentation on its
head which holds a compact disc. If Gwappamon’s head disc is Backup Storage. Hudiemon has advantage on Arcana, History,
damaged, it has disadvantage on attack rolls and ability checks and Medicine checks.
until the disc is replaced.
Only critical hits from ranged attacks and melee attacks that Friendly. Hudiemon has double proficiency in all Wisdom
can be focused on a small area (i.e. swords, fists, cantrips, checks.
arrows) can damage the disc.
A Gwappamon may carry 1d4-1 discs in its shell and must Magic Resistance. Hudiemon has advantage on saving throws
take an action to replace a broken disc. against spells and other magical effects.

Sure-Footed. Gwappamon has advantage on Strength and Actions


Dexterity saving throws made against effects that would knock
it prone. Multiattack. Hudiemon makes four Flying Kick attacks. It may
use Infinity Dream in place of one attack, if available.
Actions Flying Kick. Melee Weapon attack: +7 to hit, reach 10 ft, one
Multiattack. Gwappamon makes one Guappa Punch and one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Guappa Kick, in that order.
Infinity Dream (Recharge 5-6). Hudiemon flaps its wings and
Guappa Punch. Melee Weapon attack: +6 to hit, reach 10 ft, one releases its scales in a 20-foot radius from itself. The scales do
target. Hit: 9 (2d4 + 4) bludgeoning damage. one of the following:

Guappa Kick. Melee Weapon attack: +6 to hit, reach 5 ft, one All creatures in range recover 7 (1d10 + 2) hit points.
target. Hit: 9 (1d10 + 4) bludgeoning damage. Target creature All creatures must succeed on a DC 12 Constitution saving
must also make a DC 14 Strength saving throw or be knocked throw or take 14 (4d6) poison damage and be poisoned for
back 10 feet. 30 seconds.
All creatures must succeed on a DC 12 Constitution saving
throw or be paralyzed for 1 minute.
KoKabuterimon
Small beast
Rookie Digimon
Digivolves from: Motimon

Armor Class 12
Hit Points 9 (2d6 + 2)
Speed 30 ft

STR DEX CON INT WIS CHA


15 (+2) 8 (-1) 12 (+1) 6 (-2) 12 (+1) 8 (-1)

Saving Throws Str +4, Dex +1


Skills Athletics +6, Intimidation +2
Senses passive Perception 11
Challenge 1/4 (50 XP)
Proficiency Bonus +2

Brute. A melee weapon deals one extra die of its damage when
KoKabuterimon hits with it (included in the attack).

Actions
Beetle Lariat. Melee Weapon attack: +4 to hit, reach 5 ft, one
target. Hit: 11 (2d8 + 2) bludgeoning damage.
Majiramon MetalGreymon
Gargantuan celestial dragon Gargantuan beast
Ultimate Digimon Ultimate Digimon
Digivolves from: GeoGreymon or Quetzalmon Digivolves from: Greymon

Armor Class 19 Armor Class 15


Hit Points 225 (18d12 + 108) Hit Points 184 (16d12 + 80)
Speed 40 ft, fly 80 ft Speed 40 ft, fly 30 ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 22 (+6) 22 (+6) 19 (+4) 25 (+7) 26 (+8) 10 (+0) 21 (+5) 12 (+1) 9 (-1) 11 (+0)

Saving Throws Dex +7, Int +12, Wis +12 Saving Throws Str +12, Int +5
Skills Arcana +11, Insight +9, Investigation +11, Perception +9, Skills Perception +7
Persuasion +12 Damage Resistances fire; bludgeoning, piercing, and slashing
Damage Resistances acid, cold; bludgeoning, piercing, and that is nonmagical
slashing that is nonmagical Condition Immunities charmed, frightened, petrified, poisoned
Damage Immunities radiant Senses passive Perception 17
Condition Immunities charmed, frightened, petrified Languages Common, Draconic
Senses Truesight 60 ft, passive Perception 22 Challenge 13 (10,000 XP)
Languages Celestial, Common, Draconic, one additional Proficiency Bonus +4
language
Challenge 16 (15,000 XP)
Proficiency Bonus +5 Blood Frenzy. MetalGreymon has advantage on melee attack
rolls against any creature that doesn’t have all of its hit points.

Appraisal. Majiramon knows the monetary value of most Relentless (Recharges after a Short or Long Rest). If
objects at a glance. Majiramon must inspect an object as a MetalGreymon takes 40 damage or less that would reduce it to
bonus action to determine its value if it is rare, requires 0 hit points, it is reduced to 1 hit point instead.
inspection, an antique, or completely new to Majiramon.
Siege Monster. MetalGreymon deals double damage to objects
Holy Weapons. Majiramon’s weapon attacks are magical. When and structures.
Majiramon hits with any weapon, the weapon deals an extra
2d8 radiant damage (included in the attack). Actions
Magic Resistance. Majiramon has advantage on saving throws Multiattack. MetalGreymon makes one Metal Slash and one
against spells and other magical effects. Trident Arm (in any order). When Trident Arm is not available
due to grappling, MetalGreymon can make a Giga Blaster
Actions instead.

Multiattack. Majiramon makes two Dragon Claw attacks. Metal Slash. Melee Weapon attack: +12 to hit, reach 10 ft, one
target. Hit: 26 (4d8 + 8) piercing damage.
Dragon Claw. Melee Weapon attack: +13 to hit, reach 15 ft, one
target. Hit: 15 (2d6 + 8) slashing damage plus 9 (2d8) radiant Trident Arm. Melee Weapon attack: +12 to hit, reach 10 ft, one
damage. target. Hit: 34 (4d12 + 8) slashing damage.

Bǎo Shǐ. Ranged Weapon attack: +7 to hit, range 80 ft, one Mega Claw. Melee Weapon attack: +4 to hit, reach 40 ft, one
target. Hit: 12 (3d6 + 2) piercing damage plus 9 (2d8) radiant target. Hit: (4d8 + 8) piercing damage. If the target is a Huge
damage. or smaller creature, it must succeed on a DC 20 Strength
saving throw or be grappled. Until the grapple ends, the
Vedhaka (1/Day). Majiramon becomes encased in blinding light creature is restrained and MetalGreymon cannot use Mega
as 108 arrows fire out of it. Majiramon chooses an area it can Claw or Trident Arm.
see within 120 feet of itself. All creatures within 30 feet of this
center are targeted by the 108 arrows. Majiramon assigns Giga Blaster. Ranged Weapon attack: +4 to hit, range 200 ft, one
arrows by the half-dozen to each target, for a total of 18 half- target. Hit: 30 (4d10 + 8) fire damage.
dozens. The targets must make a DC 19 Dexterity saving throw.
On a failed save, a target takes 1d6 radiant damage per half-
dozen arrows targeting it. On a successful save, a target takes
half as much damage.
Omnimon Actions
Huge or Gargantuan celestial monstrosity
Ultra Digimon Multiattack. Omnimon makes three Transcendent Sword
Digivolves from: WarGreymon and MetalGarurumon attacks. Alternatively, Omnimon makes two Supreme Cannon
attacks.
Armor Class 21
Transcendent Sword. Melee Weapon attack: +17 to hit, reach 15
Hit Points 885 (77d6 + 616)
ft, one target. Hit: 35 (5d10 + 8) slashing damage plus 27
Speed 40 ft, fly 40 ft (hover)
(5d10) fire damage.
STR DEX CON INT WIS CHA Supreme Cannon. Ranged Weapon attack: +16 to hit, range 200
26 (+8) 24 (+7) 27 (+8) 19 (+4) 30 (+10) 23 (+6) ft, one target. Hit: 45 (8d8 + 7) cold damage.

Saving Throws Dex +16, Int +13, Cha +15 Omni Blast. Omnimon drops a bolt of lightning down onto a
Skills Intimidation +15, Perception +19 target creature it can see within 120 feet of itself. Both
Damage Resistances cold, fire, radiant; bludgeoning, piercing, Omnimon and the target must be outside where lightning can
and slashing that is nonmagical occur (regardless of current weather conditions). The target
Damage Immunities poison creature must succeed on a DC 27 Dexterity saving throw,
Condition Immunities charmed, frightened, poisoned, stunned, taking 49 (9d10) lightning damage on a failed save, or half as
unconscious much damage on a successful save.
Senses Truesight 120 ft, passive Perception 29
Languages all Double Shot (Recharge 5-6). Ranged Weapon attack: +16 to hit,
Challenge 30 (155,000 XP) range 160 ft, one target. Hit: 25 (4d8 + 7) cold damage plus 25
Proficiency Bonus +9 (4d8 + 7) fire damage.

Omega Sword (Recharge 6). Melee Weapon attack: +17 to hit,


Axiomatic Mind. Omnimon can’t be compelled to act in a reach 15 ft, one target. Hit: 72 slashing damage plus 36 fire
manner contrary to its nature. damage.

Cunning Opportunist. Omnimon has advantage on the attack Reactions


rolls of opportunity attacks.
Brave Shield. Omnion adds 3 to its AC against one attack that
Immutable Form. Omnimon is immune to any spell or spell would hit it. To do so, Omnimon must see the attacker.
effect that would alter its form.
Legendary Actions
Inscrutable. Omnimon is immune to any effect that would sense
its emotions or read its thoughts, as well as any divination spell Omnimon can take 3 legendary actions, choosing from the
that it refuses. Wisdom (Insight) checks made to ascertain the options below. Only one legendary action option can be used at
monster’s intentions or sincerity have disadvantage. a time and only at the end of a creature’s turn. Omnimon
regains spent legendary actions at the start of its next turn.
Legendary Resistance (4/Day). If Omnimon fails a saving throw,
it can choose to succeed instead. Grey Sword. Omnimon makes a Transcendent Sword attack.

Magic Resistance. Omnimon has advantage on saving throws Move. Omnimon moves up to half of its movement speed.
against spells and other magical effects.
Double Torrent (Costs 2 Actions). Omnimon makes a Double
Magic Weapons. Omnimon’s weapon attacks are magical. Shot attack (this ignores Recharge).

Siege Digimon. Omnimon deals triple damage to objects and Omega Recharge (Costs 3 Actions). Omnimon recharges Omega
structures. Sword.
Phascomon Pulsemon
Small fiend beast Small elemental beast
Rookie Digimon Rookie Digimon
Digivolves from: Caprimon Digivolves from: Bibimon

Armor Class 13 Armor Class 12


Hit Points 27 (6d6 + 6) Hit Points 39 (6d8 + 12)
Speed 30 ft, climb 30 ft Speed 30 ft

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 11 (+0) 13 (+1) 4 (-3) 12 (+1) 6 (-2) 13 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 7 (-2)

Skills Athletics +3 Damage Immunities lightning


Senses passive Perception 11 Senses passive Perception 11
Languages Common, Infernal Languages Common
Challenge 1/2 (100 XP) Challenge 1 (200 XP)
Proficiency Bonus +2 Proficiency Bonus +2

Ambusher. In the first round of combat, Phascomon has Easy to Read. Pulsemon invokes advantage on Wisdom
advantage on attack rolls against any creature it has surprised. (Insight) checks targeting it.

Magic Resistance. Phascomon has advantage on saving throws Electrified Body. Any creature that touches Pulsemon or hits it
against spells and other magical effects. with a melee attack while within 5 feet of it takes 5 (1d10)
lightning damage.
Actions
Illumination. Pulsemon sheds bright light in a 10-foot radius
Eucalyptus Claw. Melee Weapon attack: +3 to hit, reach 5 ft, one and dim light for an additional 10 feet.
target. Hit: 8 (2d6 + 1) slashing damage. The target must also
succeed on a DC 11 Constitution saving throw or lose 5 feet of Actions
movement speed, which stacks for every failed saving throw
against Eucalyptus Claw for the next hour. Multiattack. Pulsemon makes one Electric Rush and one Minor
Impulse.

Electric Rush. Melee Weapon attack: +4 to hit, reach 5 ft, one


target. Hit: 6 (1d8 + 2) bludgeoning damage plus 4 (1d8)
lightning damage.

Minor Impulse. Melee Spell attack: +3 to hit, reach 5 ft, one


target. Hit: 9 (2d8) lightning damage.
SaberLeomon Magic Weapons. SaberLeomon’s weapons are magical.
Huge beast
Mega Digimon Actions
Digivolves from: GrapLeomon or IceLeomon
Multiattack. SaberLeomon makes three attacks: two Howling
Armor Class 19 Crushers and one Infinity Arrow.
Hit Points 310 (20d20 + 100)
Speed 60 ft Howling Crusher. Melee Weapon attack: +14 to hit, reach 10 ft,
one target. Hit: 26 (3d12 + 7) piercing damage.
STR DEX CON INT WIS CHA Infinity Arrow. Melee Weapon attack: +14 to hit, reach 5 ft, one
25 (+7) 16 (+3) 20 (+5) 10 (+0) 14 (+2) 13 (+1) target. Hit: 40 (6d10 + 7) piercing damage. On a successful hit,
a target must make a DC 19 Constitution saving throw or be
Saving Throws Str +14, Dex +10, Wis +9 paralyzed until the start of SaberLeomon’s next turn.
Skills Athletics +14, Intimidation +15, Perception +16
Damage Resistances damage from spells Legendary Actions
Damage Immunities bludgeoning, piercing, and slashing that is
nonmagical SaberLeomon can take 3 legendary actions, choosing from the
Condition Immunities charmed, frightened, paralyzed, petrified options below. Only one legendary action option can be used at
Senses Darkvision 240 ft, passive Perception 26 a time and only at the end of a creature’s turn. SaberLeomon
Languages all regains spent legendary actions at the start of its next turn.
Challenge 21 (33,000 XP)
Proficiency Bonus +7 Nail Crusher. SaberLeomon makes a Howling Crusher attack.

Sprint. SaberLeomon moves up to its walking speed and


Beast Slayer. SaberLeomon deals an additional 7 damage when doesn’t provoke opportunity attacks as it does so.
attacking beasts.
Mach Speed (Costs 3 Actions). SaberLeomon moves up to twice
Immutable Form. SaberLeomon is immune to any spell or spell its walking speed and doesn’t provoke opportunity attacks as it
effect that would alter its form. does so.

Legendary Resistance (3/Day). If SaberLeomon fails a saving Infinity Charge (Costs 3 Actions). SaberLeomon charges in a
throw, it can choose to succeed instead. straight line for 60 feet. Every creature that is in this line must
make a DC 22 Dexterity saving throw, taking damage from
Magic Resistance. SaberLeomon has advantage on saving Infinity Arrow and being knocked prone and paralyzed until the
throws against spells and other magical effects. start of SaberLeomon’s next turn on a failed save.

Searchmon Indentification requires Searchmon to be within 120 feet of the


creature for 5 minutes.
Medium beast construct
Armor Digimon Spider Climb. Searchmon can climb difficult surfaces, including
Digivolves from: Wormmon upside down on ceilings, without needing to make an ability
check.
Armor Class 15
Hit Points 90 (12d8 + 36) Actions
Speed 40 ft, climb 40 ft, fly 40 ft
Multiattack. Searchmon makes two Status Busy attacks and a
STR DEX CON INT WIS CHA third attack of its choice. If concentrating on Jamming Hertz,
16 (+3) 13 (+1) 17 (+3) 14 (+2) 11 (+0) 8 (-1) this is considered the third attack.

Ram. Melee Weapon attack: +6 to hit, reach 5 ft, one target. Hit:
Skills History +5, Insight +6, Perception +6 7 (2d6 + 3) bludgeoning damage.
Damage Resistances bludgeoning, piercing, and slashing that is
nonmagical Status Busy. Ranged Spell attack: +5 to hit, range 60 ft, one
Condition Immunities blinded, exhaustion, petrified, poisoned, target. Hit: 7 (2d4 + 2) psychic damage. Target creature must
prone also succeed on a DC 13 Wisdom saving throw or be stunned
Senses Blindsight 60 ft, Tremorsense 60 ft, passive Perception until the start of Searchmon’s next turn.
16
Languages Common, Gnoll, Goblin, Orc, Slaad, Sphinx, Worg, Jamming Hertz. Searchmon releases a high-pitched frequency
Yeti, one additional language, one additional exotic language strong enough to disorient creatures within a 60-foot radius of
Challenge 5 (1,800 XP) itself, up to 1 minute (requires concentration). Creatures within
Proficiency Bonus +3 range must succeed on a DC 13 Wisdom saving throw. On a
failed save, a creature has disadvantage on ranged attacks. All
creatures that failed the first save can make another saving
Radar Tracking. Searchmon can track any creature up to 1 mile
throw at the start of each turn.
of itself that it has already encountered and identified.
Treasure Sword. Melee Weapon attack: +10 to hit, reach 5 ft, one
Vajramon target. Hit: 24 (4d8 + 6) slashing damage.
Large celestial beast
Ultimate Digimon Deva Blade. Ranged Spell attack: +11 to hit, range 120 ft, one
Digivolves from: Minotarumon target. Hit: 20 (4d6 + 6) radiant damage.

Armor Class 18 Reactions


Hit Points 178 (17d10 + 85)
Speed 50 ft Impregnable Target. Vajramon is unaffected by a critical hit.

STR DEX CON INT WIS CHA Resolute Attacker. Vajramon rerolls a failed attack roll.
23 (+6) 13 (+1) 21 (+5) 18 (+4) 22 (+6) 21 (+5) Legendary Actions
Saving Throws Con +11, Wis +11, Cha +10 Vajramon can take 3 legendary actions, choosing from the
Skills Arcana +9, Athletics +11, Insight +11, Perception +11 options below. Only one legendary action option can be used at
Damage Resistances bludgeoning, piercing, and slashing that is a time and only at the end of a creature’s turn. Vajramon
nonmagical regains spent legendary actions at the start of his next turn.
Condition Immunities charmed, frightened
Senses Darkvision 90 ft, passive Perception 21 Loathing Cowardice. Vajramon insults a creature he can see
Languages Celestial, Common, Infernal, Sylvan within 30 feet of himself with a Charisma ability score of 10 or
Challenge 13 (10,000 XP) lower. Vajramon rolls a d4 and subtracts the roll from the
Proficiency Bonus +5 creatures next attack roll or saving throw.
Once Loathing Cowardice has been used on a creature, that
creature cannot be the target again until after Loathing
Charge. If Vajramon moves at least 30 ft straight toward a target Cowardice has been used on another creature.
and then hits it with a Treasure Sword attack on the same turn,
the target takes extra 9 (2d8) slashing damage. Move. Vajramon moves up to his entire movement speed.
Divine Awareness. Vajramon knows if he hears a lie. Terra Blade (Costs 3 Actions). Vajramon slams the ground with
his forelegs and Deva Blades. A fissure opens up that is 5 feet
Legendary Resistance (3/Day). If Vajramon fails a saving throw, wide and 120 feet long, hurling rocks up from the middle to
he can choose to succeed instead. both sides and sending a shockwave through the ground
around it. Creatures standing within the fissure are forced to
Magic Weapons. Vajramon’s weapons are magical.
one of the sides.
Actions Creatures that were on the fissure or within 5 feet of it must
succeed on a DC 19 Dexterity saving throw, taking 27 (5d10)
Multiattack. Vajramon makes three attacks: two Treasure Sword bludgeoning damage and being knocked prone on a failed save,
attacks and one Deva Blade. If both Treasure Sword attacks hit or half as much damage on a successful save.
the same creature, the target must succeed on a DC 19 Creatures that were between 5 and 20 feet from the fissure
Strength saving throw or be knocked prone. must succeed on a DC 18 Constitution saving throw, taking 26
(4d12) thunder damage on a failed save, or half as much
damage on a successful save.
Legendary Resistance (3/Day). If Vikemon fails a saving throw, he
Vikemon can choose to succeed instead.
Gargantuan monstrosity giant
Mega Digimon Reckless. At the start of his turn, Vikemon can gain advantage
Digivolves from: Shakkoumon or Zudomon on all melee attack rolls during that turn, but attack rolls
against him have advantage until the start of his next turn.
Armor Class 16
Hit Points 310 (27d12 + 135) Actions
Speed 40 ft, swim 40 ft
Multiattack. Vikemon makes three attacks in any combination,
STR DEX CON INT WIS CHA at least one of which must be with Mjollnir.
22 (+6) 17 (+3) 21 (+5) 11 (+0) 19 (+4) 14 (+2)
Mjollnir. Melee Weapon attack: +12 to hit, reach 10 ft, one target.
Hit: 33 (6d8 + 6) slashing damage.
Saving Throws Str +12, Con +11, Wis +10, Cha +8
Skills Athletics +12, Nature +12, Perception +10 Viking Axe. Melee Weapon attack: +12 to hit, reach 10 ft, one
Damage Immunities cold target. Hit: 22 (3d10 + 6) slashing damage plus 9 (2d8) cold
Senses passive Perception 20 damage.
Languages Aquan, Common, Giant
Challenge 17 (18,000 XP) Arctic Blizzard (Recharge 5-6). Vikemon brings the atmosphere
Proficiency Bonus +6 down to absolute zero in a 60-foot cone. Each creature in that
area must make a DC 18 Constitution saving throw, taking 36
(8d8) cold damage and being petrified in ice for 3 turns on a
Amphibious. Vikemon can breath in air or water.
failed save, or half as much damage and a reduced speed of 10
feet until the end of its next turn on a successful one. Creatures
petrified this way take double damage.

Club Arm. Melee Weapon attack: +6 to hit, reach 10 ft, one


Wendigomon target. Hit: 12 (2d8 + 3) bludgeoning damage.
Large giant monstrosity
Champion Digimon Destroyed Voice. Wendigomon creates a shockwave with its
Digivolves from: Lopmon whole body. All creatures within 30 feet of it must succeed on a
DC 15 Constitution saving throw, taking 18 (4d8) thunder
Armor Class 14 damage on failed save, or half as much damage on a successful
Hit Points 127 (15d8 + 60) save.
Speed 40 ft, climb 40 ft

STR DEX CON INT WIS CHA Variant Wendigomon Features


17 (+3) 13 (+1) 19 (+4) 11 (+0) 15 (+2) 8 (-1) There are cases of Wendigomon displaying different traits.
The following traits may be substituted with the ones above,
Skills Perception +5 in their entirety.
Damage Vulnerabilities code Armor Class 15
Damage Resistances cold, fire; bludgeoning, piercing, and Hit Points 168 (16d10 + 80)
slashing that is nonmagical Speed 40 ft, climb 20 ft
Senses Darkvision 120 ft, passive Perception 15
Languages Abyssal, Common
Saving Throws Str +6
Challenge 7 (2,900 XP)
Skills Athletics +6, Perception +5
Proficiency Bonus +3
Damage Vulnerabilities code
Damage Resistances cold, fire, lightning
Fey Step (1/Short or Long Rest). As a bonus action, Wendigomon Languages Abyssal, Common, Sylvan
can magically teleport up to 30 feet to an unoccupied space it
can see.
Fey Step (2/Short or Long Rest). As a bonus action,
Magic Weapons. Wendigomon’s weapon attacks are magical. Wendigomon can magically teleport up to 30 feet to an
unoccupied space it can see.
Standing Leap. Wendigomon’s long jump is up to 20 feet and
its high jump is up to 10 feet, with or without a running start. Not Magic Weapons. Wendigomon loses Magic Weapons.

Actions Actions
Multiattack. Wendigomon makes two Club Arm attacks. Club Arm. Melee Weapon attack: +6 to hit, reach 10 ft, one
target. Hit: 14 (2d10 + 3) bludgeoning damage.
Yakiimon
Medium plant humanoid
Champion Digimon
Digivolves from: Potamon

Armor Class 13
Hit Points 85 (10d10 + 30)
Speed 25 ft

STR DEX CON INT WIS CHA


16 (+3) 12 (+1) 16 (+3) 8 (-1) 15 (+2) 5 (-3)

Skills Perception +4
Damage Vulnerabilities code, cold
Damage Resistances fire, radiant
Condition Immunities stunned
Senses passive Perception 14
Languages Common, Druidic
Challenge 3 (700 XP)
Proficiency Bonus +2

Evasion. When Yakiimon is subjected to an effect that requires a


Dexterity saving throw to take half damage, Yakiimon takes no
damage on a successful save instead and half damage on a
failed save.

Fist Fighter. Yakiimon has advantage on the first melee attack


each turn.

Actions
Multiattack. Yakiimon makes one Beniazuma Straight and one
Beniazuma Uppercut. If both are made against the same target
and are successful, the second attack deals maximum damage.

Beniazuma Straight. Melee Weapon attack: +5 to hit, reach 5 ft,


one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Beniazuma Uppercut. Melee Weapon attack: +5 to hit, reach 5 ft,


one target. Hit: 5 (1d4 3) bludgeoning damage plus 9 (2d8) fire
damage.

Reactions
Beniazuma Hook. Melee Weapon attack: +5 to hit, reach 5 ft,
one target. Hit: 8 (2d4 + 3) bludgeoning damage. The target
must also succeed on a DC 13 Constitution saving throw or be
knocked stunned until the start of Yakiimon’s next turn.

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