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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
Armor Class 16
Hit Points 60 (8d8 + 24)
Speed 30 ft
Actions
Multiattack. Deputymon makes two of the same attack.
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.
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
Actions
Multiattack. Divemon makes two of the same attack.
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
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)
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
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
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.
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
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)
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.
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.
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.
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.
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
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
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.
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.