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Monster Manual 1.18
Monster Manual 1.18
30; swim
Betamon Rookie 1/8 Tiny beast 12 10 (4d4) 30 2
30; swim
Betamon Rookie 1/4 Tiny beast 13 16 (3d8+3) 30 2
BlackAgumon Rookie 1/4 Tiny beast 11 75
19 (3d10+3) 30 2
BlackGarurumon Champion 3 Large beast 13 (10d10+20) 50 2
Large
BlackGreymon Champion 3 Huge beast
humanoid 17 60
337(8d8+24) 45 2
BlackWarGreymon Mega 20 dragon
Large plant 14 (25d12+175)
97 40; fly 40 6
Blossomon Ultimate 4 monstrosity
Large plant 13 (13d10+26)
136 30 2
Blossomon Ultimate 5 monstrosity
Huge plant 15 (16d10+48)
126 30 3
Blossomon Ultimate 9 monstrosity
Medium 16 (12d12+48) 30 4
Medium
Boarmon Champion 1 beast
humanoid 14 22 (3d10+6) 30; climb50 2
Buraimon Champion 2 beast
Medium 13 24 (7d6) 30;
30; fly
swim45 2
Caimon Champion 5 beast 14 85 (9d12+27) 50 3
Calumon Rookie 0 Tiny
Largebeast 13 5 (2d6-2) 20; fly 20 2
Centarumon Champion 2 monstrosity
Large fiend 12 45
104(6d10+12) 50 2
Cerberumon Ultimate 6 beast
Large 16 (11d10+44)
135 10; fly 40;60 3
Chrysalimon Champion 10 aberration
Large 17 (18d10+36)
243 swim
50; fly40
150 4
ClavisAngemon Mega 21 celestial 21 (18d10+144) (hover)
30; swim 7
Crabmon Rookie 1/8 Tiny
Hugebeast
dragon 13 27
161(6d8) 30 2
Cyberdramon Ultimate 11 construct 17 (19d10+57) 35; fly 35 4
Huge
Huge 23; 25
monstrosity
aberration versus
Cyclonemon Champion 3 dragon
monstrosity ranged 14 478
52 (7d10+14) 35 2
DanDevimon Mega 28 fiend
Medium attacks (33d12+364) 50; fly
45; climb80 8
DarkLeomon Champion 2 humanoid
Medium 12 52 (7d10+14) 30
50; climb 2
DarkLeomon Champion 3 humanoid
Medium 15 45 (6d10+12) 30
50; climb 2
Large
DarkLeomon Champion 5 humanoid
elemental 17 67
90 (9d8+27) 25 3
DarkRizamon Champion 5 dragon 15 (12d10+24)
124 35 3
DarkTyrannomon Champion 8 Huge beast 13 (13d12+40)
136 50 3
DarkTyrannomon X Champion 8 Huge beast 11 (13d12+52) 45 3
DemiDevimon Rookie 1 Tiny
Largefiend
fiend 12 20 (4d6+6) 25; fly 25 2
Devidramon Champion 7 dragon
Large fiend 15 195
58 (9d8+18) 30; fly 40 3
Devidramon Champion 15 dragon 18 (26d8+78) 30; fly 40 5
Devimon Champion 4 Large fiend 13 66 (12d8+12) 30; fly 40 2
Devimon Champion 5 Large fiend 15 82 (11d8+33) 30; fly 45 3
Devimon Champion 5 Large fiend
Gargantuan 16 82
445(11d8+33) 30;
40; fly 45
climb 3
Dexmon Mega 28 aberration 24 (33d12+331)
333 40; fly 80 8
Medium
Diaboromon Mega 24 Huge
dragon fiend 20 (23d12+184) 50 7
Dinohyumon Champion 4 humanoid
Medium 16 105
57 (6d10+24) 30; swim50 2
Divemon Ultimate 8 humanoid
Medium 15 (14d8+42) 30
40; climb 3
Dokugumon Champion 1/4 beast 13 11 (2d8+2) 40
30; climb 2
Dokugumon Champion 1 Large beast 14 26 (4d10+4) 30
30; climb 2
Dokugumon Champion 3 Large beast 15 66 (12d8+12) 30 2
Dorumon Rookie 1/8 Small beast 12 5 (2d6-2) 30 2
Dracmon Rookie 1/4 Small undead
Gargantuan 8 22
248(3d8+9) 25 2
Eaglemon Mega 11 beast
Medium 16 (16d20+80) 20; fly
fly 20 100 4
Eater (Purebreed MoN/A 6 aberration
Large 15 52
142(7d8+21) (hover)
fly 30 3
Eater (Purebreed MoN/A 10 aberration
Medium 15 (15d10+60)
189 (hover) 4
Ebemon Ultimate 14 construct 17 (18d10+90) 40; swim25 5
Ebidramon Champion 3 Large beast 16 68 (8d10+24) 40
30; swim 2
Ebidramon Champion 4 Huge
Medium beast 17 65
110(10d6+30) 30 2
Large
Etemon Ultimate 13 humanoid
aberration 16 (13d8+52) 45 5
Exermon Champion 3 beast 16 33 (6d8+6) 40 2
Large
Falcomon Rookie 1/4 Tiny beast
elemental 12 19 (3d10+3) 5; fly 60 2
Firamon Champion 1 beast
Large fiend 13 30
202(4d10+8) 50; fly 20 2
FlameDevidramon Armor 17 dragon
Medium 19 (27d8+81)
109 30; fly 50 6
Flamedramon Armor 7 humanoid
Large beast 17 (18d8+18)
170 45; climb35 3
Flaremon Ultimate 15 humanoid 18 (20d8+80) 20
25; fly 40; 5
Flymon Champion 1/2 Large beast
Medium 12 13 (3d4+6) climb 25 2
Frigimon Champion 3 construct
Medium 8 39 (6d8+12) 35 3
Fugamon Champion 1 humanoid 13 22 (4d8+4) 40 2
Small
Gaossmon Rookie 1/2 Tiny beast
celestial 15 27 (5d8+5) 30 2
Small
Gatomon Champion 1 beast
celestial 13 28 (4d8+10) 40 2
Gatomon Champion 3 beast
Medium 15 45
136(6d10+12) 40; swim40 2
Gatormon homebrew 6 beast 15 (16d10+48) 40 3
Gazimon Rookie 1/4 Small beast 11 11 (2d8+2) 20; swim30 2
Gekomon Champion 1/2 Small beast 12 20 (3d8+6) 30
15; climb 2
Geremon Champion 1/2 Tiny ooze
Small 8 22 (3d8+9) 15 2
Gladimon Champion 3 humanoid
Small 13 45 (6d6+24) 30 2
Goblimon Rookie 1/2 humanoid 15 7 (2d6) 30 2
Large 143
Gokuwmon Ultimate 9 humanoid
Huge 18 (22d8+44) 30 4
Golemon Champion 6 construct
Huge 16 85
126(9d8+45) 30 3
Golemon Champion 7 construct 17 (11d12+55) 40 3
Grizzlymon Champion 1 Large beast 13 30 (4d10+8) 55 2
Grizzlymon Champion 3 Large
Medium beast 15 52 (7d10+14) 55 2
Guardromon Champion 4 construct
Medium 17 68 (8d8+32) 30 2
Guilmon Rookie 1/2 beast
Medium 12 25 (3d10+9) 30 2
Guilmon Rookie 1 beast 13 34 (6d8+6) 40 2
Hawkmon Rookie 1/8 Tiny beast
Gargantuan 12 7 (2d6)
643 10; fly 60 2
Huanglongmon Mega 30 monstrosity
Gargantuan 25 (33d20+297)
232 50; swim40 9
Hydramon Mega 19 dragon plant 17 (15d20+75) 50 6
Large
Hyokomon Rookie 1/8 Tiny beast
elemental 14 7 (3d4)
180 20; fly 20 2
Medium
IceDevimon Champion 14 fiend
beast 18 (19d10+76)
137 30;
40; fly 40
climb 5
IceLeomon Ultimate 9 humanoid 15 (11d12+66) 40 4
Impmon Rookie 1/4 Tiny fiend 13 13 (3d6+3) 30 2
Impmon Rookie 1/4 Tiny
Hugefiend 13 13 (3d6+3) 30 2
Karatenmon Ultimate 12 humanoid
Large 12 99 (18d8+18) 30; fly
30; fly 30
30; 4
Keramon Rookie 5 aberration
Gargantuan 14 93 (11d8+44) swim 30 3
Kimeramon Ultimate 7 aberration
Huge 15 172
95 (10d10+40 30; fly 60 3
Kimeramon Ultimate 8 aberration
Huge 15 (15d12+75)
218 30; fly 45 3
Kimeramon Ultimate 11 aberration 17 (19d12+95) 30; fly 45 4
Kinkakumon Champion 4 Large
Medium giant 11 76 (9d10+27) 40 2
Kiwimon Champion 1/4 plant
Large beast 13 13
119(3d8) 45 2
Knightmon Ultimate 8 construct 18 (14d8+56) 30; climb30 3
KoDokugumon In-Training 1/8 Tiny
Smallbeast 16 9 (2d6+2) 30 2
Kogamon Champion 2 monstrosity 15 36 (8d6+8) 30 2
Kokatorimon Champion 1/2 Huge beast 12 27 (6d6+6) 40; fly 20 2
Kuwagamon Champion 3 Large beast 15 84
52 (7d10+14) 20; fly 60 2
Kuwagamon Champion 6 Large beast
Huge fey 15 (13d10+13) 30; fly 60 3
Kyubimon (Silver) Champion 5 beast 14 75 (10d8+30) 55 3
Labramon Rookie 1/8 Small beast 12 5 (1d8+1)
153 40 2
Huge
LadyDevimon Ultimate 12 Huge fiend
monstrosity 17 (18d8+72) 30; fly 50 4
L-Cyclonemon Champion 3 dragon 14 52 (7d10+14) 35 2
Lopmon Rookie 1/4 Tiny beast
Gargantuan 14 9 (2d8)
432 30 2
Machinedramon Mega 25 construct 22 (32d10+256) 45; climb40 8
MadLeomon Champion 6 Large undead 15 58
104(9d8+18) 35 3
MadLeomon: ArmedUltimate 9 Large undead
Gargantuan 18 (11d10+44)
165 40 4
MadLeomon: Final Ultimate 16 undead
Huge 18 (10d20+60)
157 50 5
MagnaAngemon Ultimate 12 Celestial
Huge dragon 17 (15d10+75)
304 30;
40; fly
fly 90
40 4
Large
MagnaKidmon Mega 22 humanoid
celestial 19 (32d8+160)
184 (hover)
30; climb 7
Makuramon Ultimate 9 beast
Gargantuan 14 (16d12+80)
406 30 3
MaloMyotismon Mega 26 fiend
Huge 22 (28d12+224) 50; flyft50 8
Huge undead 225 fly 50
ManananggalMyotisUltimate 13 fiend
celestial 8 (18d12+108)
313 (hover)
50; fly 50; 5
Mastemon DNA Mega 23 fiend 22 (19d12+190) swim
15; 50
climb 7
MediumRaremon Champion 2 Large ooze
Gargantuan 8 45
123(6d10+12) 15
20; swim 2
MegaSeadramon Ultimate 8 beast
Large 16 (13d12+39) 50 3
Meramon Champion 1/2 elemental
Large 12 22 (4d8+4) 40 2
Meramon Champion 2 elemental 15 56 (8d8+20) 40 2
Small 152
Meteormon Ultimate 7 construct
Medium 15 (16d8+80) 30 4
Mojyamon Champion 1 giant
Medium 15 26 (4d8+8) 40 2
Mojyamon Champion 3 beast
Medium 15 65 (10d8+20) 35 2
Mojyamon Champion 3 giant 12 51 (6d10+18) 40 2
Monochromon Champion 3 Large beast 15 68 (8d12+16) 40
30; dig 30; 2
MoriShellmon Champion 2 Large
Medium beast 13 45 (6d10+12) swim 40 2
Musyamon Champion 1/2 humanoid
Medium 16 11 (2d8+2) 35 2
Musyamon Champion 1/2 humanoid
Medium 16 11 (2d8+2) 35 2
Musyamon Champion 2 humanoid
Medium 15 27
144(5d8+5) 35 2
Myotismon Ultimate 13 undead 16 (17d8+68) 35; fly 45 5
NeoDevimon Ultimate 8 Large fiend 16 85 (10d8+40) 30;
15; fly 40
climb 3
Numemon Champion 1/2 Tiny ooze 8 22 (3d8+9) 10
15; climb 2
Numemon Champion 1/2 Tiny ooze
Medium 8 22 (3d8+9) 10 2
Ogremon Champion 2 giant
Mediumfiend 11 59 (7d10+21) 45 2
Ogremon Champion 4 giant fiend 13 90
348(12d8+36) 50; fly 6045 2
Okuwamon Ultimate 15 Huge
Large beast
fiend 17 (24d20+96)
110 (hover) 5
Onimon Ultimate 7 fiend 16 (13d10+39) 40; fly
20; swim10 3
Otamamon Rookie 1/8 Tiny beast 12 10 (4d4) 30
20; swim 2
Large
Otamamon Rookie 1/4 Tiny beast
elemental 12 133
13 (3d4+6) 30
40; fly 60; 2
Paledramon Champion 6 dragon 17 (14d10+56) swim 60 3
Parasaurmon Champion 1/4 Large beast 11 19
133(3d10+3) 40 2
Parrotmon Ultimate 9 Huge
Mediumbeast 17 (14d10+56) 20; fly 80 4
Peckmon
PerseusKabuterimo Champion 1/2 beast
Gargantuan 11 19
350(3d10+3) 40; fly 8055 2
Gargantuan
n Mega 22 monstrosity
celestial 17 (20d20+140)
175 (hover) 7
Gargantuan
Phoenixmon Mega 16 beast
celestial 18 (10d20+70)
325 25; fly 100 5
Phoenixmon Mega 19 beast
Large 17 (26d12+156)
136 35; fly 100 7
Piddomon Champion 10 celestial
Tiny plant 17 (16d8+64) 30; fly 75 4
Pomumon Rookie 1/8 beast
Medium 11 230
11 (2d8+2) 30; fly 30 2
Puppetmon Mega 16 construct
Medium 18 (20d10+120) 45 6
Raidramon Armor 1 beast 17 30
102(4d8+12) 40 2
RaiGrowlmon Armor 4 Huge
Large beast 13 (12d8+48) 30 2
Raremon Champion 2 aberration
Large 6 84 (8d10+40) 20; climb15 2
Raremon Champion 4 aberration
Large 7 85 (10d10+30 20 2
Rinkmon Armor 1 construct
Huge 16 10
102(3d4+3) 120 2
Saberdramon Champion 5 elemental
Huge 13 (12d10+36)
90 25; fly 40 3
Medium
Saberdramon Champion 6 elemental
dragon 15 (12d10+24)
195 40; fly 80 3
Large
Samudramon Mega 18 humanoid
celestial 19 (23d8+92) 40 6
Sandiramon Ultimate 8 beast
Huge beast 16 91
207(14d8+28) 40; dig
20; swim 30 3
Scorpiomon Ultimate 14 monstrosity 16 (18d12+90) 50
20; swim 5
Seadramon Champion 2 Huge
Small beast 13 68 (8d10+24) 40 2
Shamanmon Rookie 1/2 humanoid
Medium 15 7 (2d6) 30 2
Sheepmon Armor 1 beast 14 27 (5d8+5) 40
30; dig 20; 2
Shellmon Champion 2 Large beast 13 45 (6d10+12) swim
35; dig3520; 2
Shellmon Champion 3 Large beast
zebra 15 52 (8d8+16) swim 45 2
ShimaUnimon Champion 5 unimon
Gargantuan 12 67
142(9d10+18) 50 3
SkullGreymon Ultimate 9 undead
Gargantuan 19 (15d10+60)
161 50 4
SkullGreymon Ultimate 11 undead
Gargantuan 17 (19d10+57)
275 40 4
SkullGreymon Ultimate 17 undead 17 (22d10+154) 40 6
Huge undead 270
SkullMammothmon Mega 18 beast
Huge 14 162
(20d12+140) 40 6
Huge
SkullMeramon Ultimate 9 elemental
aberration 18 (13d12+78)
195 40 4
SkullScorpiomon Ultimate 13 beast 16 (23d10+69)
142 50; dig 50 5
SkullWendigomon Champion 5 Large undead 13 (19d10+38) 30 3
SnowAgumon Rookie 1/2 Tiny
Smallbeast 11 21 (6d6) 30 2
SnowGoblimon Rookie 1/8 humanoid
Small 14 9 (2d6+2) 30 2
SnowGoblimon Rookie 1/2 humanoid
Large dragon 15 7 (2d6) 30 2
Strikedramon Champion 5 humanoid
Small beast 18 65 (10d8+20) 35 2
Sunarizamon Rookie 1/8 elemental 12 17 (5d6) 30; dig
25; swim30 2
Syakomon Rookie 1/4 Tiny beast
Gargantuan 11 348
27 (6d6+6) 30
60; fly 60 2
TealOkuwamon Ultimate 15 undead beast 17 (24d20+96) (hover) 5
Huge
Terriermon Rookie 1/4 Tiny beast
humanoid 13 11 (2d8+2) 35 2
Togemon Champion 3 plant 12 67
95 (9d8+27) 35 2
Triceramon Ultimate 5 Large beast
Huge beast 13 (10d12+30)
262 40; swim50 3
TriCrocodilemon homebrew 16 monstrosity 16 (25d12+100) 40 5
Tuskmon Champion 2 Large
Large beast 13 51 (6d10+18) 60 2
Unimon Champion 5 celestial
Medium 12 67 (9d10+18) 35; fly 35 3
Vegiemon Champion 1/4 plant
Gargantuan 13 13
391(3d6+3) 30 2
Gargantuan
VenomMyotismon Mega 26 fiend
celestial 21 (29d10+232) 65; fly 150 8
Vikaralamon Ultimate 6 beast
Gargantuan 15 73
135(7d12+28) 20; swim50 3
WaruSeadramon Ultimate 10 beast
Huge beast 17 (18d10+36) 50
10; fly 60 4
Waspmon Champion 5 construct
Large giant 19 52 (8d10+8) (hover) 3
Wendigomon Champion 3 monstrosity
Huge dragon 14 52
127(7d8+21) 40 2
WereVeedramon Ultimate 9 beast
Medium 16 (15d8+60) 35 4
Witchmon Champion 6 fiend
Medium 12 40 (9d8) 25; fly 40 3
Witchmon Champion 7 fiend
Medium 13 84 (13d8+26) 30; fly 45 3
Wizardmon Champion 2 humanoid
Medium 13 33 (6d8+6) 30 2
Wizardmon Champion 4 humanoid
Medium 13 44 (8d8+8) 30 2
Wizardmon Champion 6 humanoid
Gargantuan 12 40
117(9d8) 30; swim30 3
Zudomon Ultimate 6 monstrosity 17 (18d8+36) 45 3
Saving
STR DEX CON INT WIS CHA Throw Skills
Acrobatics +5,
CON+6,
+5,
11 17 13 11 16 10 DEX
WIS +7, Insight +5
CON +11, Arcana +9,
16 20 17 18 20 18 CHA +6
INT +9, Perception +10,
22 10 20 16 18 23 WIS
WIS +10
+9, Religion +15
Insight +7,
18 18 18 17 20 20 CHA +9 Perception +9
DEX +7,
20 9 17 2 11 5 CON +6, Perception +6,
19 16 15 13 15 9 WIS +6 Stealth +7
6 6 6 6 6 5
8 8 8 7 7 7
12 14 12 8 10 8 DEX +4 Athletics +6,
16 16 16 11 12 10 STR +6 Intimidation
Perception +5,+3
16 16 18 13 14 12 Stealth +9
Intimidation +5,
18 15 16 8 14 14 Perception
Perception +5+4,
DEX +3,
10 12 11 14 15 18 CON +10, Stealth
Athletics+5+11,
25 9 23 10 14 13 CHA +5 Perception
Intimidation+6+2,
DEX +9,
12 14 14 10 14 7 CON
CON +5
+15, Perception +5+17,
Intimidation
30 14 26 18 24 16 WIS +14 Perception +14
7 14 10 4 5 3
Perception +3,
Stealth +2,
15 10 12 7 12 7 Survival +3
Nature +0,
14 12 12 4 7 7 DEX
CON+4,
+3 Athletics +3+5,
Perception
CON +5, Intimidation, +4,
18 13 14 7 12 8 WIS +2, Stealth +3 +4,
Perception
19 14 17 14 11 16 CHA +5 Stealth +4
22 19 24 6 9 8 CON +13 Insight +4, Stealth
16 13 15 14 15 16 INT +4 +6, Survival
Stealth +4, +4
16 16 17 10 12 5 INT +3 Survival +4
23 8 19 12 16 12
18 13 14 4 12 6 Perception +3,
8 17 10 10 12 8 Stealth +5
21 9 17 2 10 7 Stealth +6 +2,
Perception
Athletics +6,
3 17 9 11 11 5 Stealth +5
Perception
Athletics +7,+3,
18 14 14 9 13 11 Survival +3 +9,
Perception
CON +6,
19 12 18 10 16 9 INT +8, Stealth +4
Acrobatics +3,
INT +14,
21 9 15 18 15 18 WIS
WIS +6
+14, Perception +10
26 22 26 25 25 30 CHA +17 Perception +14
13 15 11 5 9 9 DEX
DEX +4
+4, Deception +1
20 10 17 3 11 10 CHA +4
DEX +12, Acrobatics +12,
CON +16, Intimidation +16,
16 11 14 10 10 6 WIS
STR +5
+14, Perception +14,
29 19 27 18 22 16 CHA +16 Persuasion +16
18 14 15 3 12 8 STR +6, Insight +6,
Perception
Perception +3
Perception +4,
+6,
19 16 14 6 14 10 CON +4
DEX +7, Stealth
Stealth +5
+7,
14 18 16 13 17 10 WIS +6 Survival +6
18 14 15 11 10 12
25 10 17 2 12 9 Perception +4
Deception +4,
25 12 19 1 5 5 Insight +3,
10 12 10 9 12 14 CHA +4 Deception
Persuasion +9,
+4
DEX +6, Perception
Insight +6, +6,
14 17 14 13 16 11 INT
WIS+8,
+6 Stealth +6 +6,
Perception
Deception +6,
12 17 16 17 12 19 CHA +9
DEX +7, Persuasion
Persuasion +9
+6,
STR +7, Deception
Deception +7,
+6,
16 20 17 18 20 18 CHA +6
DEX +7, Stealth +7
Intimidation +6,
+7
CON +6, Intimidation
17 19 16 18 20 19 STR
CHA
INT
+17,
+7
+5, Persuasion
Persuasion +7
+3,
CON +15, Athletics +17,
18 18 16 14 12 16 CHA +6
WIS +14, Stealth +7 +16,
Intimidation
DEX +10,
28 19 25 12 22 16 CHA
CON +16
+15, Perception
Intimidation+14
Athletics +6, +9,
29 16 23 15 24 15 WIS
STR +14 Perception +14
DEX +6,
+3, Acrobatics +2,
Athletics +6,
18 10 18 10 10 10 INT
WIS+3,
+2 Perception
Nature +6, +2
16 12 16 11 12 18 CHA +7 Survival +4 +3,
Perception
12 16 13 3 12 4 Stealth +7 +2,
Perception
Athletics +5,
14 16 12 2 11 4 Stealth
Religion+7
+2,
14 16 12 11 14 10 Stealth +5
7 15 9 8 7 8
DEX +4,
13 8 16 3 6 5 WIS +0
CON+5,
+9,
INT
28 10 20 3 10 9 CHA
WIS +3
+5, Perception +4
CON +8,
10 14 16 15 15 13 CHA +4
WIS +5, Perception +5
18 14 18 12 12 10 CHA +4 Perception +5
21 14 20 5 11 8
19 12 17 5 9 9 Stealth +3
16 14 16 3 11 3 Stealth +6
Deception
Acrobatics +8,
+6,
15 15 18 13 15 18 INT +6 Insight +7+4,
Athletics
14 18 13 11 14 9 Perception
Perception +4
+5,
12 15 12 8 13 11 Stealth +4
18 14 14 2 13 5 CHA -1
INT +12, Arcana +12,
STR +10, Athletics
Athletics +6,
+10,
15 14 17 22 23 18 WIS
CON +12 Deception +10
CON +5,
+9, Intimidation
Acrobatics +8+4,
16 10 13 11 15 13 WIS
WIS +8,
+6 Survival+8,
Insight +5
20 16 18 15 17 20 CHA +10 Perception +8
11 16 11 3 11 4
15 6 14 6 9 3 Nature +2
17 10 14 7 9 10 INT +1
14 13 12 6 10 7 Acrobatics +4,
15 17 14 12 10 7 STR +6, Insight +2 +4,
Perception
19 16 14 6 14 10 CON +4 Stealth +5
18 14 16 2 13 8 CHA +2
13 11 12 2 9 5 Deception +1
15 14 13 7 10 7
8 12 16 1 5 1 Stealth +1 +3,
Acrobatics
18 13 18 10 12 9 Perception +3
8 14 10 8 7 12 Stealth +6
Athletics +9,
STR +9, Intimidation +5,
20 15 14 10 14 12 CON +6 Perception +6
DEX +5, Athletics +12,
20 14 20 10 12 9 CON +8, Nature
Nature +3
+3
23 15 20 10 12 9 WIS +4 Perception
Athletics +6,+4
18 14 14 2 13 5 Insight +3+6,
Athletics
18 14 14 2 13 5 Insight +3
17 10 18 14 12 11
13 15 12 4 12 6 DEX +2, Perception
Intimidation+3+4,
15 10 13 10 11 13 CHA +4 Perception +3
INT +5,
6 14 10 3 14 5 DEX +4
WIS +9, Perception +4
30 11 28 3 11 11 CHA +9 Perception +18
25 15 21 4 14 10 DEX +7, Perception +14
CON +9,
4 16 11 3 8 6 WIS +7,
21 14 18 18 15 18 CHA+9 Nature +9 +5,
Perception
24 10 22 9 13 9 Stealth +4 +3,
Performance
10 14 12 11 5 9 Stealth +4Hand
Sleight of
10 14 12 11 5 9 INT +9, +4, Stealth
Arcana +13,+4
10 14 12 20 15 16 WIS +6 History +13
19 11 18 7 12 9 CON +7, Perception +4
18 13 19 3 14 10 DEX
WIS +5
+5, Perception +5
20 12 20 2 12 7 WIS +4
DEX +5, Perception +4
20 12 20 6 12 12 WIS +4 Perception +9
Insight +4, Nature
19 8 16 5 7 7 +4 Perception
Athletics +7, +2,
10 16 10 11 10 10 WIS +5, Stealth +5
Deception +5,
18 11 18 11 14 15 CHA +5 Intimidation +5
13 16 13 4 10 6 Stealth +5
10 16 12 10 8 7 WIS +1
10 16 12 6 12 8 CHA +1
15 13 15 6 9 6 DEX +5,
15 15 12 11 14 10 WIS
CON+5+6, Perception
Performance +5+3,
12 10 16 11 17 10 DEX +7,
WIS +6 Religion +4
CON +8,
13 14 12 5 12 8 WIS +6, Perception +3
18 16 18 14 14 18 CHA +8
STR +5, Persuasion +8
Athletics +2,
History +12,
16 12 14 10 10 5 CON +4 Perception
INT +12, Insight +10,+5,
10 17 11 10 13 10 DEX +5
WIS +10, Stealth +5 +12,
Intimidation
28 12 26 19 15 18 CHA +12 Perception +4,
Perception +10
15 16 15 7 12 11 CON +8, Stealth +6
Insight +7,
20 15 18 10 16 12 STR
WIS +13,
+7 Athletics
Perception+10,
+7
STR +10, Deception +9,
26 14 22 3 11 10 CON
CON +11
+9, Insight +7,
INT +14,
23 18 21 15 16 20 WIS +7
WIS +13, Perception
Arcana +14,+7
CON +9,
24 21 20 25 22 23 CHA
WIS +13
+7, Perception
Insight +7, +13
DEX +10,
27 10 20 12 16 16 CHA
CON +7
+16, Perception
Insight +11,+7
29 14 26 20 22 25 STR
CHA
CON
+17,
+15
+11, Perception +19
INT +12, Arcana +12,
17 17 22 18 15 20 WIS +7
WIS +13, Insight +13,
30 21 30 21 22 27 CHA +15 Persuasion +15
15 6 14 2 6 1 STR +7, Perception +4,
19 12 17 11 13 10 CON +6 Stealth +4
14 15 14 7 10 10
16 15 15 9 12 10 CON +4
STR +8,
CON +9, Athletics +8,
18 10 20 10 14 9 INT +4 Intimidation
Animal +3
Handling
Intimidation +2,
16 14 13 10 12 6 INT +2 +3, Stealth
Stealth +6, +5
17 14 14 11 12 11 Survival +3 +3,
Perception
18 13 16 8 12 7 Stealth +3
19 11 15 2 12 5 STR +6 Nature +1,
18 11 15 9 12 8 Perception +3
13 12 12 10 10 9 Acrobatics +5,
Deception +3,
13 12 12 9 10 10 Perception
DEX +9; Perception +6,
+7,
13 17 12 10 14 13 WIS +7; Stealth +7 +9
Persuasion
CON +7,
18 18 18 17 15 18 WIS
CHA +4,
+9 Stealth +9
18 15 18 11 12 14 CHA +5
12 6 16 1 6 2 Stealth +2
12 6 16 1 6 2 Stealth +2 +2,
Deception
19 8 16 5 7 7 Sleight of Hand
Deception +3, +4
Athletics +13,
18 12 17 9 11 9 DEX
DEX
+3, Survival +4
CON+5,
+6, Perception
Arcana +5, +11,
26 10 18 17 13 12 CON +9
WIS +4, Stealth +5 +8,
Deception
19 11 16 14 12 15 CHA +5 Perception +4
7 15 10 3 5 3 DEX +3, Nature +0,
CON +7,
15 12 10 6 9 5 WIS +3, Perception +6,
Perception +1
18 10 18 6 11 12 CHA +4 Stealth +3
15 10 13 2 10 5 CON +8, Perception
Nature +3, +2
20 16 18 8 15 14 CON +14,
WIS +6 Arcana +12,+6
Perception
INT +12, Insight +18,
12 18 13 6 12 7 WIS +11, Intimidation +14,
CON +12,
27 13 25 21 19 24 CHA
WIS +14 Perception +18
DEX +10,
+14,
19 26 25 2 21 18 CHA
CON +9
+13,
19 24 22 15 16 23 WIS
CHA +9,
+13 Insight +7,
18 18 18 17 20 20 CHA +9 Perception +9
12 10 14 5 6 1
22 11 22 12 11 22 Deception
Perception +12
+3,
Acrobatics +3,
16 14 16 8 11 7 Stealth +4
Athletics +6,
18 12 18 9 11 9 CON +6 Intimidation +3
14 3 20 1 6 1 Acrobatics +8,
Sleight of Hand
16 5 16 1 6 1 +8, Stealth +8,
4 23 13 10 12 7 Athletics
Perception+9,+5
Intimidation
+10, +5,
10 17 16 6 10 7 STR
STR
+11, Arcana
CON+9,
+10, Perception +6,
Athletics +11,
22 16 14 5 17 14 STR
DEX
INT +12,
+6
+10, Stealth +6
History +10,
CON+5,
+5,
20 15 18 19 17 18 DEX
WIS+5,
INT +9 Perception +9
CON +10,
16 14 15 14 14 15 WIS +5
INT +9,
24 11 20 19 15 17 WIS +7 Perception +3,
18 15 16 2 12 5 Stealth +4 Stealth
Arcana +6,
8 14 10 14 8 7 +6
16 14 12 6 13 10
18 10 15 8 10 9 Nature +1
19 9 15 9 10 7 Nature +1
INT +5,
18 14 15 11 17 16 WIS +6, Insight +6,
18 16 18 13 14 16 CHA +7 Intimidation +7
CON +13,
20 10 16 3 11 9 WIS +8, Perception +14,
20 10 25 16 15 19 CHA +10 Stealth +12
STR +13, Athletics +13,
CON +13,
DEX +3; Insight +9,
24 11 24 8 17 16 CON
WIS +9 Arcana
Survival+8,
+9
+10 Athletics
Athletics +11,
+9,
25 9 23 10 14 13 WIS +6
CON +8, Perception
Perception +6
+6,
19 11 16 16 13 18 INT +9 Stealth +5
16 14 15 6 8 5 Perception
Perception +2,
+1,
7 13 10 9 11 12 DEX +4, Stealth
Stealth +3
+1,
7 15 12 8 8 8 CON +3 Survival +1
Athletics +5,
8 14 10 8 12 7 STR +5, Stealth +6 +4,
Intimidation
16 13 14 10 11 10 CON +4 Perception +2,
Perception +2
5 14 10 9 11 9 Stealth +4
Nature +1, Stealth
8 12 12 9 11 7 CON +9, +3
Perception +11,
26 10 18 17 13 12 WIS +6 Stealth +5
Perception
Athletics +6,+3,
8 17 11 10 13 10 DEX +5 Stealth +4 +4,
Perception
18 11 16 10 15 9 Survival +4
22 9 17 2 11 5
23 12 19 5 13 8
19 13 17 2 12 5 STR +6 Perception +5
18 14 15 11 16 16 Perception +2,
INT +16,
7 14 13 6 11 7 WIS +16, Stealth +4 +18,
Intimidation
27 24 26 26 27 30 CHA +17 Perception +16
CON +6,
20 13 19 7 10 11 INT +8, Athletics +9,
21 9 15 18 15 18 WIS
DEX +6
+5, Perception +6
18 15 12 10 10 7 WIS +3
15 14 17 8 9 6 CON +8, Intimidate +5,
20 14 19 12 13 11 WIS +5
INT +6, Perception +6
Arcana +6, History
9 14 11 17 12 11 WIS +4
INT +6, +6
Arcana +6, History
8 16 14 17 10 9 WIS +3 +6
Arcana +4, History
11 14 12 14 12 11 +4
Arcana +6, History
11 14 12 18 12 11 INT
INT +6
+6, +6
Arcana
Arcana +6,
+4, History
9 14 11 17 12 11 WIS
WIS +6
+8, +6
Athletics +8,
20 14 14 13 20 11 CHA +3 Survival +4
Damage Damage psychic;
Damage Condition
Vulnerabilities Resistances
radiant; bludgeoning,
Immunities Immunities Senses Languages
Any one
bludgeoning, piercing, and language
piercing, slashing from Common,
radiant and psychic
nonmagical charmed, Draconic
Sphinx, and a
slashing from charmed,
nonmagical attacks charmed,
frightened
exhaustion, Truesight 120 ft third language
weapons exhausted,
frightened Darkvision 120 ft All
frightened, Common and
paralyzed, one other
cold, necrotic poisoned Darkvision 60 ft language
bludgeoning,
piercing, and Understands
slashing from charmed, Any one Elvish,
Common,
nonmagical deafened, Darkvision 60 ft language
Dwarvish, and
fire, lightning weapons paralyzed
charmed, Darkvision 45 ft Draconic
frightened Darkvision 120 ft Telepathy 120 ft
necrotic; frightened Darkvision 120 ft Telepathy 120 ft
radiant bludgeoning, Darkvision 60 ft Common
Elvish and
piercing, and exhaustion, Infernal and
fire grappled, Giant
understands
slashing from charmed,
necrotic poison
nonmagical poisoned
exhausted, Darkvision 60 ft Primordial
thunder acid, cold, fire weapons frightened Truesight 120 ft All
Speaks or
Understands
Aquan
Hold Breath. Betamon can hold its breath up Vine Trap. As long as Blossomon makes no
Charge.
to
Keen If BlackGreymon
30 Smell.
minutes. BlackAgumonmoves at least 25on
has advantage
feet straight toward a creature right before movement
Pack Trap.
Vine Tactics. orBlackGarurumon
As Action
long as for a complete
Blossomon hasmakesturn,nothe
advantage
Annihilating
Wisdom
Keen Senses. Aura.
(Perception) Any
Advantage creature
checks
on Wisdomthaton
relying starts
smell. area
on in
melee a 20-foot
attacks radius
when around
an ally it
is will
within be5 ftthe
hitting
its turn itwithin
with a30 Great
feet Antler
of Attack on the
BlackWarGreymon movement
Pack
Vine Tactics.
Trap. orBlackGreymon
As Action
long for
ascreaturea complete
Blossomon turn,
has advantage
makes no
Vine
same Alert.
(Perception) While
turn, theonchecks idle,
target Blossomon
relying
takes on smellcan or
an additional extend
sound difficult
of
areayour
6 movement
on melee terrain.
target and
in a Destroyers.
20-foot
attacks Anyis
when not
radius an that
unconscious.
around tries
ally isitwithin beto
willturn,
5 ftthe
must
its succeed
vinespiercing
up While a
to 80 feet DC 21 Constitution saving Dramon or Action for a complete
BlackWarGreymon
Vine
throwAlert.
(1d10) idle,in
take 21damage.
or touches (6d6)
all directions.
Blossomon
necrotic damage.
If
can extend move
difficult
of
areayour
deals
ortarget
standand
terrain.
in6 a(1d12)
20-foot
inAny
this area
creature
is damage
not
radius
takesthat
unconscious.
around it
1d4
tries
will
poison
betoon it
anything
its vines up to 100 its
feetvines,
in allBlossomon
directions. will
If damage
move or each
stand 5extra
feet
in this ofarea
movement to
takes
dragons
through
1d4 poison
Vine
Undead
know Alert.
areWhile
which immune idle,toBlossomon
direction, aura. can
this many,
how and extend
how difficult
all
and melee
at the terrain
attacks.
start starting
of each at
turn thewhile
end of that
standing
anything
its vines touches
up to 100 its
feetvines,
in allBlossomon
directions. will
If damage
turn. Any each 5 feet
creature of movement
that tries to movethrough
or it
fast
knowthe creature(s)
which direction,are.how many, and how in and it.at the start of each turn while standing
anything
Fire touches
Absorption. its vines,
Whenever Blossomon
Boarmon is will stand in this area takes 1d4 poison damage
fast
know the creature(s)
which are.how many, how in it. 5 feet of movement through it and at
subjected to direction,
fire damage, it takes no anddamage each
Fearful. Boarmon has advantage on
fast
and the creature(s)
regains a number areofmoving.
hit points equal to the start of
Charisma each turn while
(Intimidation) checksstanding
against in it.
Keen Hearing. Buraimon has advantage on Nimble Escape. Buraimon can take the
half the fire
Wisdom damage dealt.
(Perception) checks that rely on humanoids.or Hide action as a bonus action
Disengage
Charge.
hearing. If Centarumon moves at least 30 Shining
each Digivolution
turns. (Recharge after a long
Hold
Escape.Breath.
Calumon Caimonmon
canatake can
the hold
Dash, its breath on Multiattack.
rest). Calumon
of itsCaimon
releasesmakes two Scale
the light of Whip
feet straight
for 30 minutes. toward creature right before attacks.
Disengage, or Hide action as a bonus action
hitting it with a Jet Kick on the same turn, the Multiattack. Digivolution to allow
Centarumon a single
makesDigimon within
two attacks:
on each of its turns. Pack
60 feetTactics.
to Cerberumon
digivolve into its has
Mega advantage
form. on
target takes anCerberumon
Multiheaded. additional 10can't (3d6) bepiercing one with Heater
an attack Uppercut
roll against a creatureand one if atwith
leastJet
Angelic
damage.
surprised, Weapons.
and it has ClavisAngemon's
advantage on saving weapon Kick one of or Cerberumon's
two with its Hunting allies isCannon.
within 5 feet of
attacks
throws are
againstmagical.
being When
knockedClavisAngemon
unconscious. Belly
the Up.
creature In the
and event
the it isisn't
ally Prone or three
incapacitated.
Unusual
hits with any weapon, the weapon deals an Unconscious, Crabmon has -1 make
Nature. Chrysalimon doesn't Multiattack. Chrysalimon can
require air,radiant
food, drink, or (included
sleep. Data to its AC.
extra 6d8 damage in the DivineCrusher
However, Awareness.attacks.
CrabmonClavisAngemon
does not expend knows
any if
attack).
Amphibious. Crabmon can breath in air or it hears a lie.
movement to stand up after being Prone or
Noble Hero. Cyberdramon deals maximum
water.
damage on successful attack rolls against Unconscious.
Multiattack. Cyberdramon makes three
fiends. Cyber Nail attacks.
disadvantage on saving throws against
attacks or spells that cause blindness. In
addition, Cyclonemon deals additional Enlarged Right Arm. Cyclonemon can make
damage each melee attack equal to its an Opportunity attack or Reaction against
proficiency
Deadly Critical. DanDevimon scores a critical any
bonus while he is affected by a opportunities
Legendary Resistance on his right side
(3/day). If anytime
condition
hit on a roll(that
of still
19 orallows
20 and himrolls totheattack).
damage he is not affected
DanDevimon fails by
a a condition.
saving throw, it can
Keen Smell. DarkLeomon has advantage on
dice
Wisdom three times,
(Perception) instead checksof twice. choose to succeed instead.
Keen Smell. DarkLeomon hasthat rely on on
advantage
smell.
Wisdom (Perception)
Fortitude.checks
Determined
Keen Smell. DarkLeomon hasthat
If damage rely
advantagereduces on on Running Leap. With a 10-foot running start,
smell.
DarkTyrannomon
Wisdom (Perception) X to 0 hit
checks points,
that it
rely must
on DarkLeomon
Running Leap.can With long jump uprunning
a 10-foot to 30 feet. start,
Heated
Multiattack. Body.DarkTyrannomon
A creature that touches makes one
make
smell.
Evil a Constitution
Whisper.
DarkRizamon As an
or and saving
Action,
hits one
it with throw
DemiDevimon
a melee withattack a DC DarkLeomon can long jump up to 30 feet.
Dark
of Nail damage
5 cause
+the attack taken, Iron
unless Tail attack. It Multiattack. DarkRizamon makes two
can
while
can't within
make any 5 creature
both feet takeswithin
attacks 7 (2d6)
against 50thefeet
fire
the
damageto
damage.
same
Multiattack.
Snipping FangDarkTyrannomon
attacks. makes one
is
haveradiant or from a critical
disadvantage on saving throws or hit. On a success, Flame Snatch attack and
Surprise Attack. If DemiDevimon surprises one Iron Tail attack. a
target.
the DarkTyrannomon X drops to 1 hit point It
opportunity attacks for up to 1 minute. creature and hits with it an attack the
can't make both attacks against duringsame the
instead.
DemiDevimon must use another Action to target.
first round of combat, the targethas takes an
Magic Resistance. Devidramon
switch targets.
Devil's Sight. Magical darkness doesn't additional
advantage 4 (1d6)
on saving from the
throws againstattack. spells
MagicSensitivity.
Light Resistance. Devidramon
While in brighthas light,
impedeSight.
Devil's Devidramon's sight. doesn't
Magical darkness and other magical
advantage on saving effects.
throws against spells
Devimon
Light has disadvantage
Sensitivity. While on attack
in bright light,rolls, as
impede
Devil's
Data Devidramon's
Sight. Magical
Absorption. At the sight.
darkness
start ofdoesn't and
well other
as onhas magical
Wisdom effects.
(Perception) checks that
Devimon
Light Sensitivity. disadvantage
While in bright on attack light,rolls, as
impede
Diaboromon's Devimon's turn, sight.
it
Devil's Sight. Magical darkness doesn't deals 1 code damage rely on
well as onhassight.
Wisdom (Perception) checks thatas
Simple Program. For spells, targetting, Devimon disadvantage on attack rolls,
to eachSight.
impede
Devil's Digimon
Devimon's within
Magical sight. 60 feet
darkness of itselfand
doesn't and relywell on
as sight.
on
damage
recovers purposes,
hit points Dexmon equal to isthe not considered
total damage Deadly Critical. Dexmon scores a criticalthat
Wisdom (Perception) checks hit
impede
a Digimon. Devimon's
Dexmon sight.
can only target and if Legendary rely on sight.
on a roll of Resistance
19 or 20 and rolls the
dealt this way. This ability does not work (3/day). If damage
attack
Diaboromon Digimon tookenemies.
code damage within the dice three times,
Diaboromon fails instead
a savingofthrow, twice.it can
Improved Critical. Dinohyumon's weapon Multiattack. Dinohyumon can make two
last
attacks turn. score a critical hit on a roll of 19 or choose
Lizard to succeed
Dance attacks instead.
and one Akinakes
Cheerful Personality. Divermon has
20.
Amphibious. attack.
Spider Climb.Divermon Dokugumon cancan breath climbindifficult
air or advantage
Web Sense.onWhile Charisma in contact (Performance)
with a web, and
water.
surfaces, including upside down on ceilings, Charisma
Dokugumon (Persuasion)
knows(Recharge checks.
Spider
Spirit Climb.
Crash. Dokugumon
When amake
creature canthat climb can difficult
see Web
Eye ofSense.
NightmareWhile inthe exact3-4).
contact location
with As
a web,of any
an
without
Undead
surfaces, needing
Fortitude.
including toupside
If damage an
down ability
reduces
on check.
ceilings, other creature
Action,
Dokugumon Dracmon in can
knows contact
thecast with
exacta spell theonsame
location a of web.
any
Fey
the
Sunlight
Spirit Ancestry.
eater's Dokugumon
central
Sensitivity.
Crash. When eye starts
While
amake
creature has
in its advantage
thatturn
sunlight, can seeon Spider
within Climb. Dokugumon can climb difficult
Dracmon
without
saving to
needing
throws 0 hit points,
to
against beingitanmust ability
charmed, make check. a
and creature
other within
creature
surfaces,Instinct. 45
in
includingOnce feet
contact
upside of itself.
with
down theThatsame
on ceilings,web.
30
the feet
Dorumoneater's
Constitution of has
the eater,
central
saving eyethe
disadvantage
throw eater
starts on
with itscan
attack
turn
asleep.
DC force 5it toas Combat
rolls,
within
of creature must make a DC per13 long rest,
Charisma saving
magic
make
wellfeet
30 asacan't
DC
Wisdom 14put
of the taken, Dokugumon
Wisdom
(Perception)
eater, saving
the eater tothrow
checks
can if
force the
thatisitrely without
Dorumon
to throw needing
canCharmed to make
have advantage an ability
on a check.
melee
+the damage unless the damage or be for one minute. While
eater
on
make
radiant isn't
sight.
a or
DCfromincapacitated
14 Wisdom
a critical and
saving
hit. can
Onthrowasee ifthe
success, the attack
Charmed, roll.the target will believe it is acting
Keen
creature. Sight. A Eaglemon
creature has
that advantage
fails the save on loses Multiattack. Eaglemon makes two attacks:
eater
the
Wisdom isn't
Dracmon incapacitated
drops tochecks
(Perception) and
1 hit point can see
that instead.
rely the
on out
one aKaiser
dream. Phoenix attack
all advantages
creature. it could gain when targeting
A creature that fails the save loses Break attack. Data is Converging! Dropsand one Mystic by
its Intelligence
sight.
the eater and loses the ability to multiattack 2 and increases its Strength by 2 until the by
all advantages it could gain when targeting Data is Converging! Drops its Intelligence
(if it has the ability).
the eater and loses the ability to multiattack 2 start of its
and increases next turn.
its Ebemon
Strengthhas by 2advantage
until the on
Magic Resistance.
(if it hasEbemon
Brave. the ability). has advantage on saving start ofthrows
saving its nextagainst
turn. spells and other
throws againstEbidramon
being frightened. Pack Tactics. Ebidramon has advantage on
Amphibious. can breath in air or magical Multiattack. effects.
melee attacksEbidramon when at least makes onetwo of Twin
water.
Amphibious. Ebidramon can breath in air or Scissors attacks.
Ebidramon's allies is within 5 ft of your target
Aggressive.
Solar Charge. AsIfaExermon
bonus action, did not Etemon
move can on its and the ally isn't incapacitated.
water.
move up turn
to itswhilespeedintoward a hostile
previous direct sunlight, Idori. Creatures with advantage from
creature
Defibrilla-Shock
Flyby.
it can
Falcomondeals
see.
doesn't additional 3 (1d4) Standing
an provoke flanking
Keen orLeap.
Senses. Pack Firamon's
Tactics do
Falcomon has
long
not jump
have this
advantage
is up to
on
lightning damage. 40 feet
advantage and its high
when targeting jump is up
Exermon.to 20 feet,
Innate
opportunity Spellcasting.
attacks
Heated Body. A creature that touches Flamedramon
when it flies out is a
of 9th-
an Wisdom (Perception) checks
with or without a running start. In addition, that rely on
level
enemy's
Firamon spellcaster.
reach.
or hits itIts withinnate
a melee spellcasting
attack while ability Evasion.
hearing
Firamon or
cansight.
When fly Flaremon
its FlameDevidramon
entire fly is subjected
movement to an
is Wisdom
within 5 feet (spell
takessave2 DC 14,
(1d4) fire to hit with Magic
+6damage. Spells
effect
speed
Resistance.
(7/day,
that
after at 5th
requires
making level):
him
its to
high Blinding
make
jump. a
has
Smite,
Dexterity
Devil's Sight. Magical
spell attacks). darkness
It can innately cast doesn't
the advantage
Crusader's on savingFlame
Mantle, throws against
Strike, spells
Guiding
impede FlameDevidramon's sight. saving
and otherthrow to take
magical only half
effects. damage,
following spells without components: Create Bolt, Flaremon Scorching
takesRay, no damage SearingifSmite, Wall ofon
he succeeds
Bonfire, Fire
Grappler. Bolt, Produce
Flaremon has Flame on attack Ice
advantage FireWalk.
the saving Frigimon
throw andcanonly move half across
damage andif he
Spider
Cold Climb. Flymon
Absorption. When can climb difficult
Frigimon is climb icy surfaces without needing to make
Reckless.
rolls
surfaces,against At any
the start
including creature of itsgrappled
upside turn, on
down Fugamon
by it.
ceilings, fails.
subjected
can gain to cold damage,
advantage on all it takes
melee no
attack rolls an ability check. Additionally, difficult terrain
Rampage.
without needing
damage and After Gaossmon
to make
instead anreduces
aability a of hit Easily
check. Drowned. If Gaossmon triescostto cross
during
creature thatto turn,
0 hit but regains
points attack
with rolls
a
number
meleeagainst attackit composed
running water
of ice or
of any
snow doesn’t
depth, it must
any
make a
points
have equal to half the cold damage dealt. additional movement.
on itsadvantage
turn, it canuntil move theupstartto half of itsitsnext Multiattack.
concentration
Lightning
Fugamon
saving
Pawattacks
Rush (Recharge
can perform
throw (PHB 4-5).
twoor be
203)When
turn.
movement speed and make ataleast
Death 15Nail Heavy Swing
prone. If prone each
for 5a minutes, turn.
Charge.
Virus If Gazimon
Buster. Gatomon moves deals additional feet Gatomon
Lightning hits with
Paw Rush Lightning Gaossmon
(Recharge Paw
3-4). attack,
When it
dies
attack.
straight
damage toward
equal toa target
its and
proficiency then hits
bonus it with by
may drowning.
Virus Buster. Gatomon deals additional Gatomon hits with a Lightning Paw attack,toit
attack again. Gatomon can continue
aagainst
Gazi Claw
fiends attack
and on
damage equal to its proficiency bonus the
undead. same turn, the make
Mimicry.
may attackadditional
Gekomon
again. attackscancan
Gatomon untilflatten
mimic itsounds
can does not hit.
it has
target takes anand extra 3 (1d6) slashing Dirty
Snap Puddle.
Back.
Relentless Geremon
Gatormon
(Recharges can
after take acontinue
aitshort its
Reaction
or body
long
to
against
Hold fiends
Breath. Gatormonundead. can hold its breath heard,
make
to resemble
against including
additional
every a voices.
attacks
yellow
successful A
puddle. creature
until
attack It does
is
it that
takes not hears
hit.
damage. If the target is a creature, it must rest).
the If Gazimon
sounds Gekomon takesmakes 7 damage can or less
tell they that
are
for on a DC 11 Strength saving throw or indisguishable
30 minutes.
succeed damage
would
imitations
from.
reduce from
it
withmove. to 0 ahit
a successful
yellow
points, puddle
it is as
reduced
Wisdomon(Insight)
long
be knocked prone. as it does
to 1 hitopposed not
point instead. If it is stepped while
Life Shield. As
Amphibious.
Amorphous. an Action,
Gekomon
Geremon can
can Goblimon
breaththrough
move can
in airputora check
in this state, Geremon by Gekomon's can make Charisma
a Yucky
up a
water.
space temporary
as narrow shield
as 1 that
inch will
wide lower
without (Deception)
Tongue attack check.
as a Reaction and has
Pack Tactics.
damage dealtGladimon
from any has advantage
successful attack onroll Digimon Nimbleness. Gladimon can move
squeezing.
melee advantage theonspacethe attack
of anyroll.
againstattacks
it by your when an ally is bonus
proficiency within until 5 ft of the through
Nimble Escape. Goblimon creature
can takethat the is a
your target and is not unconscious.
start of its next turn. This cannot be used size larger than itself.
Disengage or Hide action as a bonus action
again until after a long rest. on each of its turns.
Indomitable
Stone Camouflage. (2/day). Gokuwmon
Golemon rerolls a
has advantage Multiattack. Gokuwmon makes three
failed
on saving (Stealth)
Dexterity throw. checks made to hide in Multiattack. attacks. Golemon makes two Rock
Stone Camouflage. Golemon has advantage
rocky
on terrain.
Dexterity (Stealth) checkslong made to hide Charge.
Punch If Grizzlymon
attacks. moves at least 25 feet
Standing Leap. Grizzlymon's jump is upin Multiattack.
Spiked
straight Gloves.
toward
Golemon
At
a the start
creature
makes of two
righteach Rock
beforeof its
rocky
to 40 feet terrain.and its high jump islong up to 20 feet, Punch attacks. deals 5 (2d4) piercing
turns, Grizzlymon
Standing Leap. Grizzlymon's jump is up hitting it with a Maul Attack on the same
with
to 40 feet and its high jump is up to 20 feet, turn, theto
or without a running start. damage any creature
target takes an grapplingadditionalit.5 (1d8)
with
Immutableor without Form. a running
Guardromon start. is immune to piercing damage.
Data Hazard. Guilmon deals extra damage Multiattack. Guardromon makes two Punch
any
equal spell or effect
to half your that would
Digidestined alter
level its form. attacks.
against Keen Senses. Advantage on Wisdom
Data Hazard. Guilmon deals extra damage Pack Tactics. Hawkmon has advantage on an
constructs
equal and
to halfHawkmon Digimon.
your Digidestined level against (Perception) checks involvingifsight andone of
Keen Sight. has advantage on attack roll against a creature at least
constructs
Wisdom and Digimon.
(Perception) checks that rely on sound.
Bird Call.
Hawkmon's If two
alliesor ismore
within Hyokomon
5 feet of are in
the
Legendary Resistance (3/day). If Magic
Poisonous Resistance.
Blood. Huanglongmon
When Hydramon hastakes
sight.
Huanglongmon fails a saving throw, it can combat
creature
advantage atandthe thesameally time,
isn't both use
incapacitated.
360° Senses. Hydramon negates advantage piercing or on
Blossoming
savingdamage,
slashing
Swordsman
throws against
against each spells
thecreature
same
choose
for to succeed
attacks targeting instead.
itself so long as the and other
within 5 magical
feet of effects.
Hydramon takes 14 (4d6)
Blossoming Swordsman. Hyokomon can target
Sunlight within the pastWhile
Sensitivity. minute, and one of the
in sunlight,
advantage
make two melee is fromattacks flanking. if it takes no poison
Hyokomon damage.dies, the remaining Hyokomon
IceDevimon has disadvantage on attack rolls,
movement
Devil's this turn. can digivolve into Buraimon.
Fear of Sight.
Fire. IfMagical
IceLeomon darkness takesdoesn't
fire damage, Innate as wellSmell.
Keen as Wisdom
Spellcasting.
IceLeomon (Perception)
Karatenmon
has advantage checks
is a 16th that
on
impede
it has IceDevimon's
disadvantage on sight.
attack rolls and ability rely
level
Wisdomon sight.
spellcasting.
(Perception) Its innate
checks spellcasting
that rely on
Nimble Escape. Impmon can take the
checks
Disengage untilorthe Dodgeend action
of its next aturn.
astake bonus ability
smell. is Intelligence (spell save DC has17, +9 to
Nimble Escape. Impmon can the action Mischievous
hit with spell
Behavior.
attacks). It
Impmon
on each of or
Disengage its Dodge
turns. action as a bonus action advantage Mischievous onBehavior.
Charisma Impmon checks. has cast the
can innately
Magic Resistance. Karatenmon has following
Tsundere spells
Behavior. without components:
Kinkakumon has a
on each of on
advantage its turns.
saving throws against spells advantage
Eldritch Blast,on Charisma
Shocking checks.Spare
Grasp, the
Multiattack.
change of being Keramon
attracted makes to anytwoDigimon
attacks:
and other magical
Amphibious. Keramon effects.can breathe in air and Dying,
one Crazy Turn and one ranged attack (in onany
Brute. A melee weapon deals one extra die that Blood is Frenzy.
identifiable as male.has
Kimeramon While infatuated
advantage
water.
of its damage order).
in this way, Kinkakumon cannot move
Brute. A meleewhen weapon Kimeramon
deals one hits withdie
extra it melee attack rolls against any creature that
(included
of its damage in the whenattack).Kimeramon
Brute. A melee weapon deals one extra die hits with it further
doesn't away have all fromits the target Digimon and
hit points.
(included in the attack). will continually use the same attack against
of its damage when Kimeramon hits with it Multiattack. this target
Iga-ryū Ougi Kimeramon
Digimon
Bunshin until can make
no Kinkakumon
Jutsu one
(Recharge or the
(included in the attack).
Siege Monster. Kinkakumon deals double Scissor Claw
targetaDigimon
after attack
short rest). and
is unconscious. Death Claw
As an Action.Kinkakumon's attack.
Kogamon
damage
Ambusher. to objects
Kiwimon and hasstructures.
advantage on attack reaction can makeisanot restricted
duplicate Kogamonin this way.within 5 feet
Spider
rolls Climb.
against anyKoDokugumon
creature it hascan climb
surprised. Web
of Sense.
itself. This While
duplicate in contact
is with a web,
indistinguishable
Multiattack.
difficult surfaces, Knightmonincluding makes upside three down on KoDokugumon knows
from Kogamon Fury.as longthe exact location
as Kogamon does of
not
Berserker
ceilings, without needing to make an ability Wounded
Blade attacks. any other
attack. The creature While
duplicate in Kokatorimon
contact
has 1 hit with
point, thehassame
the
10
check. hit
web. points or less, it has advantage on attack
Master
Instinctive of Stealth.
Intimidator. Kogamon Kokatorimonhas advantage has same
rolls. InAC, and theitsame
addition, dealswalking an extraspeed 6 (1d10) as
on Dexterity
advantage on (Stealth)
Charisma checks.
(Intimidation) checks Kogamon.
Innate
damage Spellcasting.
to any target Kyubimon
it hits withis an
its 11th-
Sliding
Spider Climb. Kuwagamon can climb difficult
and is resistant
surfaces, including to being
upside down on ceilings, level
frightened. Beak spellcaster
attack. Kuwagamon
Multiattack.
Grappler. Kuwagamon
and its innate
hascan
spellcasting
make
advantage two onwith
without needing to make an ability check. ability
Scissor is Wisdom
Hands spell
attacks. save 14, +6 to hit
Flyby. Kuwagamon
Oni of Revenge. L-Cyclonemon has provokes no opportunity attack rolls against any
spell attacks). It can innately cast the creature grappled by
attacks
disadvantage
Multiattack. while it flies out
on saving makes of
throws reach. against it.
Keen Senses.Kyubimon Labramon two
has advantage Headbutton following spells without components: Sacred
Hellish Weapons. LadyDevimon's
attacks or spells
Fox Tail that cause
Inferno
Wisdom (Perception) checks that rely on blindness.
attacks. In Flame, Thaumaturgy, Thunderclapweapon
addition, Cyclonemon deals additional attacks
Enlarged are magical
Left Arm. and deal an extra
L-Cyclonemon can10 make
hearing
Devil's or sight.
Sight. Magical darkness doesn’t (3d6) poison damage on a hit (included in
damage MadLeomon
Charge. each melee attack movesequal at least to its20 feet an Opportunity attack or Reaction against
impede
Aura
straight of
proficiency LadyDevimon's
Annihilation.
toward bonus a target sight.
MadLeomon
while he and isthen
affected can by
hitsis it the
ato Tracker.
any attacks).
opportunities on his left the
side anytime he
Standing Leap. Lopmon's long jump upwith Charge. Lopmon can
MadLeomon follow
moves path
at least 20of feet
any
activate
condition
a20Poison
feet or
Claw
and deactivate
(that
its still allows
attack
high on
jump this
theisfeature
himsame
up to 10
to asfeet,
attack).
turn, a bonus
the Reckless.
is not
creature Atencountered
affected
it thebystart
a of its
condition.up turn,
to 1 MadLeomon
mile, as long
Immutable
action. While Form. Machinedramon is7 straight
Legendary toward a target
Resistance alland
(3/day). then hits itrolls
Ifattack with
target
with
immune ortakes
without
to anactive,
any extra
a running
spell
this
or
aura
18effect
(4d8)start. deals
bludgeoning
that would
can
a
gain
Reckless.
as it's
Poisonon advantage
Machinedramon At the
land.
Claw start
attack
fails
onof
ona itsmelee
the
saving turn,
same MadLeomon
throw,turn, it the
can
necrotic damage
damage. ItAtthe to any
target is acreature that ends can during that turn, buton attack rolls against it
Reckless.
alter
its its within
turn form. the 40start
ft of of itscreature,
MadLeomon.turn, MadLeomonit must
Undead target
choose
have
gain toadvantage
takes
advantage an extra
succeed 27
instead.
until
all melee
the(6d8) start
attack rolls
bludgeoning
ofagainst
its nextit
succeed
can gain on a
advantage DC 17 Strength
oneffect. saving throw
all melee attack rolls damage. or during that turn,
It theAttargetbut attack rolls
is a creature, it must
and
be fiends
pushed ignore this HP
turn.Recovery. the start of each turn,
during thatup turn,to 10 butfeet attackaway rollsfromagainst it have
succeed advantage
MagnaAngemon on a DCuntil 21 the start
Strength
recovers 7
of its
saving
(2d6) hit
next or
throw
points.
MadLeomon
have advantage anduntil knocked
the prone.
start of its next turn.
be pushed up to 15 feet away from
Divinely Blessed. MagnaAngemon can't be This ability does not activate if
turn.
surprised changedIfinto another MadLeomon and knocked prone.
Legendaryand can't be (3/day).
Resistance MagnaAngemon
Magic Resistance.took necrotic
MagnaKidmon damage
has
form against his will.
MagnaKidmon fails a saving throw, it can within
Negative
advantage the last
Energy turn.
Aura. Creatures within 30
Keen Smell.onMakuramon
saving throws hasagainst
advantage spells on
choose to
Expressionless. succeed instead.
Makuramon is immune feet
and
to all Wisdom of
otherManananggalMyotismon
magical
(Perception) effects.
checks that rely can't regain
on
Legendary Resistance (3/day). If Magic
hit Resistance.
points, and any MaloMyotismon
creature that starts has its
Charisma
MaloMyotismon checks. smell.
Magic Resistance.fails a saving throw, it can turn
ManananggalMyotismon advantage
withinon 30saving
feet ofthrows against spells
choose
has to succeed
advantage instead.
on saving throwsIfagainst and other magical effects.takes 10 (3d6)
Legendary Resistance (3/day). Mastemon ManananggalMyotismon
Spider Climb. MediumRaremon can climb
spells
fails a and
saving otherthrow, magicalit caneffects.
choose succeed necrotic damage.
Amorphous. MediumRaremon cantomove Magic
difficultWeapons.
surfaces, Mastemon's
including upside weapon down on
instead. a space as narrow as 1 inch wide
through Ignited
attacks are
ceilings, Illumination.
considered
without needing Asmagical.
a tobonus
make action,
an ability
Lightning
Meramon Rod. All lightning
can set itself ablaze attacks
oraction,
calmthat itspass
without
Amphibious. squeezing. MegaSeadramon can breath in Ignited
check.
within 30Illumination.
feet of As
MegaSeadramon a bonus redirects
Heated Body. A creature that touches flames. While
Meramon can ablaze,
set itselfit ablazeilluminates or calm a 30-foot
its
air or water.
Meramon or hits it with athat melee attack while radius to MegaSeadramon.
Heated Body. A creature touches flames.with While bright
ablaze,lightitand an additional
illuminates a 45-foot 10
within 5 feet takes 4 (1d6) fire damage. feet of
Meramon or hits it with a melee attack while radius with bright light and an additional 15 dim light.
within 5 feet takes 5 (1d10) fire damage. feet of dim light.
Spellcasting. Meteormon is a 3rd-level
Terrain
Terrain Expert.
spellcaster. Expert. When
When Mojyamon
Its spellcasting Mojyamon ability makes
is Wisdom
makes an
an
Intelligence
(spell
Charge. save
Intelligence If DCor Wisdom
14,
Monochromon
or Wisdom +6 to check
hit with
moves related
check related spell
at to
least
to an 20 Cantrips (at will): druidcraft, resistance 2nd
Terrain
arctic
attacks).or Expert.
mountain
It has When Mojyamon
terrain,
the following Mojyamon
spells: makes has level (2 slots): hold person, spike growth
feet
arctic straight
or
Intelligence mountaintoward
or Wisdom a creature
terrain, check Mojyamonright
related before
has
to
double
hitting
double proficiency
it with
proficiency a with
Tomahawk
with those
those Slashchecks.
on
checks. the Insame Brute. A melee weapon deals one extra die
arctic
addition,or mountain
Mojyamon terrain,
has Mojyamon
advantage has of itsofdamage
Fire. Ifwhen Mojyamon takes hits fire with it
turn,
double the target
proficiency takes with anthose
additional
checks. 4on(1d6) Fear (included in the
Mojyamon
attack).
damage,
Dexteritydamage.
piercing (Stealth)Achecks creature made to hide
hit this wayin Relentless Combatant. If
it has disadvantage on attack rolls and ability Musyamon drops
snowy
must make terrain. a DC 14 Strength saving throw or to 0 hit until
checks
Relentless
Multiattack.
points theand
Combatant. enddoesn't
MoriShellmon
of its die outright,
next
If Musyamon
makes
turn. drops
two
be knockedCombatant.
prone. Musyamon
to 0 hit points can andmake doesn'ta DC 11
die Constitution
outright,
Relentless
Amphibious. MoriShellmon If Musyamon
can breath drops
in air Children
attacks:throw.
saving oneof with
the If itssucceeds,
Night Drill Spinhe
(1/day). and one to
Myotismon with
to
or 0water.
hitMusyamon
points and doesn't die outright, Musyamon can make a DC 11 Constitution1
he drops
Brave. has advantage on saving its can
hit Nature
magically
point Hit
instead. Ray.
summon This 2d4
ability swarms
can only of bats
be
Musyamon
Sunlight
throws canbeing
Sensitivity.
against makeWhile a DC in
frightened. Constitution saving
11sunlight, provided
used
throw. If he
Shiratori-Maru.
twice the per sun long
succeeds,
Whenever
isn'trest.up. The
he drops to
Musyamon
creatures
1
deals
Brave. Musyamon
saving throw. has
If disadvantage advantage
he succeeds, he on saving hit point instead. This ability can only be
Myotismon
throws against has being frightened. ondrops
attacktorolls 1 arrive
melee in
used twice
damage,
1d4 turns Musyamon
longand follow regains hit points
Myotismon's
hit
andpoint
ability instead.
checks.This ability can
In addition, only be
Myotismon equal
commands.to theper damage
The
rest.
creaturesdealt,remainup to his forhit point
1 hour,
used twice per long rest.
takes 10 radiant damage when it starts the until maximum.
MagicMyotismon
Resistance.dies, or until Myotismon
NeoDevimon has
turn in direct
Devil's Sight. sunlight.darkness doesn't
Magical dismisses them
advantage on as a bonus
saving throws action.
against spells
Amorphous. Numemon can move through a
Reckless.
impede
space At the start
asNeoDevimon's
narrow as 1 inch ofsight.
itswide
turn,without
Ogremon and other magical effects.
Amorphous.
can gain Numemon
advantage on allcan move
melee through
attack rolls a Multiattack. Ogremon can perform two Bone
Reckless.
squeezing.
space as At
narrow the start of its turn, Ogremon
during
can gain that turn, as
advantage but1on inch wide
attack
all meleerollswithout
against
attack rolls it Mace attacksOgremon
Multiattack. each turn.can Alternatively,
perform two Bone
squeezing.
have advantage until the start of its next Change
Ogremon Shape.
can As
perform an Action,
one Onimon
Bone Mace attack
during that turn, but attack rolls against it Mace attacks each turn. Alternatively,
turn.
have advantage until the start of its next magically
and one polymorphs
Feint Punch
Ogremon can perform one Bone Mace (ininto
any a Small
order). or attack
Legendary Resistance (3/day). If Okuwamon Medium humanoid, into a Large giant, or
turn.
fails a saving throw, it can choose to succeed and Melee oneMaster.
Feint Punch Okuwamon (in anyhas order).
advantage
back into its true form. Other than its size, on its
instead.
Magic Weapons. Onimon's weapon attacks attack statisticsrolls arewhen the same usingin Double
each form. Scissor If Claw.
Running
Ice
are Walk.
Sweet magical. Glide.
Scent. Paledramon Peckmon
Parasaurmon cancan move make
gives offaain
across DC 15 Onimon dies, it reverts to its true form.
and
sweet
Amphibious.
Dexterity saving Otamamon
throw everycan breath
time it air or
climb
scent
water. icy
that surfaces
can vary without
by its needing
emotional to make
state
Amphibious.
encounters
an ability Otamamon
difficult
check. terrain can breath
itwith
can see.interrain
Onairaor
and
water.hunger. OnlyAdditionally,
creatures difficult
advantage Wounded Fury. While Parrotmon has 25 hit
successful
composed saving throw,
on Wisdom (Perception) checks that relyextra
of ice or snow Peckmon
doesn't ignores
cost it on Multiattack. Paledramon makes three Frost
the difficult
movement. terrainthe fordifference
up to 15 feet. points or
and Snow attacks.less, it has advantage on attack
smell can identify
Instinctive Intimidator. Parrotmon between
hasa rolls. In addition, it deals an extra 9 (2d8)
Peckmon
Parasaurmon must make a new check for
advantagetype
different on andCharismanatural fruit.
of difficult(Intimidation)
terrain and for checks damage to any target it hits with its first
and is resistant
difficult terrain at to least
being100 frightened.
feet from the Parrot
Runby. Claw
Peckmon attack. provokes no opportunity
Flyby. PerseusKabuterimon provokes no Legendary Resistance (4/day). If
previous saving throw.
opportunity attacks while it flies out of attacks while
PerseusKabuterimon
Fruit it
Digimon.Phoenixmon walks
Pomumon out of
fails agives reach.
saving off throw,
a sweet it
Illumination. sheds bright light
reach.
Flyby. Phoenixmon provokes no opportunity can aroma
in a choose
and
60-foot to
tastessucceed
radius sweet
and instead.
to
dim creatures
light for anthat lick
Legendary Resistance (3/day). If
attacks while it flies out of reach.
Flyby. Phoenixmon provokes no opportunity Phoenixmon or bite
additional it. Creatures
30 feet.
fails aPiddomonattracted
saving throw, to sweet food
Magic
are moreResistance. has it can
advantage
attacks whilePiddomon
Multiattack. it flies out makes of reach. choose tolikely
succeed to target
instead. Pomumon in
Stench of Decay. Any creature within 30 feet combat. In addition, Pomumon has other
two Holy Rod on saving throws against spells and
attacks.
Brave. Pomumon has advantage on saving magical effects.
of Raremon
Stench of Decay. takesAny 1d4creature
poison damage within feet advantage
if they
45 Magic Resistance. on checks to locate sweet
Puppetmon has food
throws
enter,
Immutable
of Raremon against
remain, Form. being
or leave frightened.
Puppetmon that radius
is on
immune their to (including
advantage other
on savingPomumon).throws against spells
Keen Senses.takes Raidramon1d6 poison damage if they
has advantage on Lightning Rod. All lightning attacks that pass
turn.
any
enter,
Wisdom This
spell
remain,effect
or effect
or
(Perception) only that
leave applies
would
that
checks once
alter
radius
that per
its
on
rely round.
form.
their
on and
within other
30 magical
feet of effects.
Raidramon redirects to
Data
In Hazard.allRaiGrowlmon
addition, Wisdom deals extra
(Perception) Evasion. If Rinnkmon is subjected to an
turn.
hearing
damage This or effect
sight.
equal toonly
half applies
your once perchecks
Digidestined round. Raidramon.
level effect that allows
Level-Headed. it to make
Attempts a Dexterity
to frighten or charm
made
In within
addition, 120
all feet
Wisdom of Raremon
(Perception) arechecks
made
against
with constructs
disadvantage and
and Digimon.
Keen Senses/Smell do saving throw
RaiGrowlmon to
are takemade only at half damage, it
disadvantage.
made within 200 feet of Raremon are made Spider instead Climb. no Raremon canif itclimb difficult
not
withwork while within the
disadvantage radius. Fling. If takes
Scorpiomon damage has grappled succeeds on
ona ceilings,
Medium
Blurred Movement.and Keen
Attack Senses/Smell
rolls against do the surfaces,
saving
or smaller
including
throw,
creature,
upside
and only
it canan
down
take
throw half damage
thischeck.
not work have
Rinkmon whiledisadvantage
within the radius. unless Rinkmon without if it fails.needing
It can't to make
use this trait ability
iffeet
it's in
Heated
Sunlight Body. A creature
Sensitivity. While that
in touches
sunlight, creature
Heated as
Body. an Aaction
creature up to
that40 touches a
is incapacitated
Saberdramon or or
hits itsitspeed
with ismelee
a 0. attack Bladed Armor. ASaberdramon
incapacitated.
Anti-Confusion. creature thathas grapples
advantage
Saberdramon has disadvantage on attack random
Saberdramon or
Samudramon direction or is and
hits knocked
it with abymelee
grappled prone.
him takes If a13
attack
whileas within 5 feet takes(Perception)
7 (2d6) fire damage. checks thrown on saving throws that give it(2d6)
disadvantage.
rolls, well as Wisdom (3d8) slashing damage. A creature takesit13
while creature
within 10 strikes
feet takes a solid
7 surface,
fire
that rely
Adamantine on
Tunneler. Sandiramon
sight.
Plating. Any cancritical
burrow hits against takes
through
damage. 3 (1d6) bludgeoning
(3d8) slashing damage if it damage starts itsfor turn every
Constricting
Samudramon Grappler.
becomes On a
a Action,successful
normal hit. 10 feet
grappling it was
or beingthrown. grappledIf the target
byhold is
Samudramon.thrown
Predictive
solid rock at Nature.
half itsAs diganspeed andShamanmon
leave a 8- Innate Hold Spellcasting.
Breath.
at another Sandiramon
creature, Shamanmon can
that creature ismust
a 3rd
its breath
grapple,
can
foot invoke
by thedisadvantage
8-foot target
tunnel takes
in 5 wake.
on
its (1d10)
any creature it level
for upspellcaster
to one hour. and its innate spellcasting
Amphibious.
bludgeoning Scorpiomon
damage. can breath in air make a DC 13 Dexterity saving throw or take
can see within 60 feet After for 30each failed
seconds. This ability is IfIntelligence (spell save DCprone.
12, +4 to
and water.
grapplecannot
ability check,be theused target again takesuntilthis damage Charge.
after
the same
Amphibious.
hit with toward
Sheepmon
damage
spells). Seadramon and
Ita can
moves
be can
innately
atbreath
knocked least
cast
20
the
feet
in air or
again. straight
Protective Shell.without creature
As an Action, right before
Shellmon can
Predictive
Charge. Nature ends and
If ShimaUnimon movescannot be used
at least 20 water.following
hitting
hide it with
within
spells
its ashell.
Silence components:
of Ramsgains
Shellmon on the Fire
+2 same
AC
against
feet the same
straight
Constellation. toward creature
Sheepmon a creature consecutive
has right before
advantage on Protective
times. Bolt,
turn,has
and
Sacred
thezero Shell.
target Flame As an
takes
movement anAction,
additional
while
Shellmon
within 5 (2d4)
the
can
hitting
attacks itatwith
night a Unicorn Thrust
and in non-magical on the same hide within its shell. Shellmon gains +2 AC
Amphibious. Shellmon can breath indarkness.
air or bludgeoning
shell.
and has As zero
a separatedamage.
movement Action or opportunity
while within the
turn,
Apex
water. the target
Predator. takes
SkullGreymonan additionalcan 9
move (2d8) up attack, Shellmon can come out of its shell.
Amphibious.
piercing damage. ShellmonIfhethe can
target breath in air
is a creature, or shell. As a separate
it Magic Resistance. ShimaUnimon has Action or opportunity
to 15 feet more if moves
water.succeed on a DC 15 Strength saving closer to the attack, Shellmon can throws
come out of itsspells
shell.
must
largest enemy in battle. He also has advantage
Brute. A melee on saving weapon dealsagainst
one extra die
throw
advantage or be on knocked
his very prone.
first attack if he and
of itsother
damage magicalwhen effects.
SkullGreymon hits with it
Aggressive. As a bonus action, SkullGreymon Magic Resistance. SkullGreymon has
targets
can move theup largest
to its enemy
speed first. a hostile
toward (included inon
advantage thesavingattack). throws against spells
Aggressive. As a bonus action, SkullGreymon Legendary Resistance (3/day). If
creature
can movethat up to it can see. toward a hostile
its speed and other magical
SkullGreymon failseffects.
a saving throw, it can
creature that it can see. choose to succeed instead.
Sneak Attack. Once per turn,
SkullScorpiomon deals an extra 10 (3d6)
Legendary Resistance (3/day). If damage when it hits a target with a weapon
attack andOnce
has advantage on the attack roll,
SkullMammothmon
Superheated Intensity. failsSkullMeramon
a saving throw, is he Seething.
Siege Monster.
or when the
it
target
enters combat,
SkullMammothmon
is within 5 feet of
deals
an ally
can choose
immune to succeed
to Resistance
water and otherinstead. natural SkullWendigomon deals 10
double damage to objects and structures. slashing damage
Legendary (3/day). If of SkullScorpiomon that isn't
to itself at the end of its turn if it did not incapacitated
weaknesses
SkullScorpiomon of fire.fails a saving throw, it can and
Disassemble. If SkullWendigomon is reduced makeSkullScorpiomon
an attack on that doesn't
turn. Thishavedamage
choose to succeed instead.
to 0 hit points, three Wendigomon rise from Blizzard disadvantage
ignores resistance, on the attack
and it cannotroll.
Camo. SnowAgumon hasreduce
advantage
its
Keenremains. SkullWendigomon to 0saving
hit points.
Pack Tactics. SnowGoblimon has advantage Closed Shell. As an Action, Syakomonincan
Smell. SnowAgumon has advantage on on Stealth (Dexterity) throws snowy
Wisdom
on melee (Perception)
attacksSnowGoblimonchecks
when an ally iscan relyingwithin on smell. environments.
Nimble Escape. take5 the ft close its shell and increase its AC by 1.
of your target
Disengage and is
or Hide not unconscious.
action as a bonus action Syakomon cannot move or attack while
Sand
on Form.
each Sunarizamon
of its turns. can enter a hostile Closed Shell is active. Closed Shell can be
Divine Power.
creature’s space Strikedramon's
and stop there. attacks
It candeal move Multiattack.
Desert with Strikedramon
Camouflage. makes two Strike
Sunarizamon
double damage ended a bonus action during has
through a space to asfiends
narrowand as undead.
1 inch wide Claw attacks.
advantage on Dexterity
Syakomon's turn. Closed Shell lasts (Stealth) checks
up to 1
without
Amphibious.squeezing.
Syakomon can breath in air or made
minute toorhide in
Syakomon its home takesterrain.
1 level of
Legendary Resistance (3/day). If Melee Master. TealOkuwamon has
water.
TealOkuwamon fails a savinglong throw, it can Exhaustion.on attack rolls when using Double
Standing Leap. Terriermon's jump is up advantage
Tracker. Terriermon can follow the path of
Charge.
choose
to 20 feetIf
to Triceramon
succeed
and its high moves
instead.
jump is at
up least
to 10 30 feet
feet, Scissor Claw. it encountered up to 1 mile, as
any creature
Pounce.
straight If
Unpredictable. Tuskmon
toward Togemon
a moves
creature canat
right least
impose
before 30 feet
with or without
straight running start. Three
long Heads.
Regeneration. TriCrocodilemon
VenomMyotismon
as it's onTogemon
land. hasregains
Coconut20
Charge.
hitting ittoward
disadvantage
Ifwith on
Unimon aany
creature
a Tri-Horn attack
moves atand
Attackroll
leastthen
against
on 20
the itfeet
hits
it
same Multiattack.
advantage
hit points aton Wisdom
the start of
makes two
(Perception)
his turn. If checks
he takes
with
twice a
straight Slamming
per rest.
turn, thetoward Tusk
a creature
target takes attack on the
right before
an additional same
9 (2d8) radiant Punch attacks.
turn, that target must make a DC and on saving
damage, throws
this against
trait does being
not blinded,
function
hitting
piercing it damage.
Amphibious. with a Unicorn
TriCrocodilemon Thrust on13
can the Strength
breathe samein charmed, deafened, frightened, stunned,
saving
turn, throw
the target or be knocked
takes an prone.
additional If9 the
(2d8) at the start of his next turn.
air andiswater. and knocked unconscious.
piercing damage. If the target is a creature, it VenomMyotismon
target prone, Tuskmon can make one Horn Magic
Sweet Resistance.
Breath. While
dies onlyhas
Unimonnotand
if he
in combat,
starts theon
advantage
Driver
must attack against it as a bonus action. next turn at 0 hit points doesn't
Plant succeed
Camouflage. on a DC 15 Strength
Vegiemon saving
has advantage saving
Vegiemon throws
emits against
a sweet spells andtoother
scent attract
Charge.
throw
on orIfbe
Dexterity Vikaralamon
knocked
(Stealth)prone. movesitat
checks least in
makes 20any regenerate.
magical
small
If VenomMyotismon
effects.
creatures as its method
ends up
for hunting for
feet straight towardobscuring
a creature right before food. petrified, he can remove the petrification
terrain
Devil's with ample vegetation.
hitting itSight.
with Magical
a Boar Ram darkness
on thedoesn't same turn, instead of regaining hit points at the start of
impede
the targetVenomMyotismon's
takes an additionalsight. 5 (1d10) his next turn.
Lightning Rod. All lightning attacks that pass
Amphibious. WaruSeadramon can breath in Fey
piercing damage. within
Nimble
Step.
Multiattack.
30 As
feetaVikaralamon
Escape.
bonus
of action,
WaruSeadramon
Waspmon can
Wendigomon
makes two
take
attacks.
redirects
the
Aura
air of Bloodthirst.
or water. If WereVeedramon isn't can magically teleport up to 30 feet to an
Innate
Magical
Innate Spellcasting.
Weapons. Waspmon's
Spellcasting. Witchmon
Witchmon is
is aa 9th-level
weapons
9th-level are to WaruSeadramon.
Disengage
unoccupied orspace
Dodge action
it can see.asOnce
a bonusyouaction
use
incapacitated,
spellcaster.
considered Its any
innate
magical. creature with
spellcasting the
ability isis on each ofyou
its cannot
turns. use it again until you
spellcasting.
Brave.
Rampage, Its
Wendigomon
Data innate
Hazard, hasspellcasting
advantage
or 14,
Power ability
Burst on this trait,
traits Unpredictable (2/day). WereVeedramon
Intelligence
Intelligence (spell
(spell savebeing
save DC
DC +6 to to hit with
with Spells (7/day, at 4th level): Cone of Cold, can
saving
can make
spell
throws
attacks).
against
a melee
It canattack
innately as14, +6
afrightened.
bonus
cast the
hit
action Spells impose(9/day,
digivolve back at into
disadvantage
Counterspell, Gust
4th
of
level):
on anyBanishment,
Wendigomon.
Wind, attack
Ice Storm, rollMisty
spell
Innate
while attacks). 10It feet
Spellcasting.
within can innately
Wizardmon's cast the
of WereVeedramon. innnate Cone
against ofit.
Cold, Counterspell, Gust of Wind, Ice
following
following spells
spells without
without components:
components: Mage
Mage Step,
Storm, Shatter,
Mage Wall
Armor, of Water,
Magic Warding
Missile, Wind,
Misty
spellcasting
Innate
Hand, ability isWizardmon's
Spellcasting.
Prestidigitation, Intelligence
Ray of Frost, (spell
innnate save
Hand,
DC 12,Minor Illusion,
+4 toability
hit with Prestidigitation,
spell attacks). It can Ray of Wind Wall Wall of Water, Warding Wind,
Step, Shatter,
spellcasting
Innate Spellcasting. is Intelligence
Wizardmon's
Frost, cast the following spells, requiring At (spell
innnate save Wind Wall
innately
DC 14, +6 toability
hit with spell attacks). It can will: fire bolt, light, mage hand, minor
spellcasting
no material components:is Intelligence (spell save illusion, prestidigitation, shocking grasp
innately
DC 14, +6cast thewith
to hit following spells, requiring
spellisattacks). At will: fire bolt, light, mage hand, minor
Lightning
no material Rod. Zudomon
components: immuneItto can
illusion, prestidigitation, shocking
innately cast the following spells,
lightning damage. In addition, all lightning requiring At will: fire
Inescapable bolt, light, mage
Destruction. hand,grasp
Lightning minor
damage
no material components: illusion,
attacks that pass within 30 feet of Zudomon dealt by Zudomon ignores resistance to prestidigitation, shocking grasp
redirects to Zudomon. lightning damage.
Ability 3 Ability 4
Innate Spellcasting. Angewomon's innnate
spellcasting ability is Charisma (spell save
Multiattack.
DC 17, +13 toAncientSphinxmon makes
hit with spell attacks). two
It can
claw attacks.
innately cast the following spells, requiring At will: detect evil and good, far step, light,
no material components: sacred flame, word of radiance
Multiattack. Antylamon makes two Bunny
Blades melee attacks.
Pack
SpiderTactics.
Climb.Armormon
Arukenimon has canadvantage
climb on Multiattack. Arukenimon makes three
melee attacks
difficult when
surfaces, an ally
including can is within
upside 5 ft of
down on attacks, either with Spider Claw or Acid
Spider
your Climb.
target Arukenimon
and is not unconscious.climb
ceilings, surfaces,
difficult without needing
includingtoupside
make an ability
down on Mist. It can replace one of those attacks
check.
ceilings, without needing to make an ability with a Spider Thread attack.
check.
Nightmare
Multiattack. Soldier. Beelzemon
Asuramon makes can melee
two cast the Reckless. At the start of its turn, Beelzemon
Pack Tactics.
Darkness Bakemon
spell centered has
on advantage
himself onper can gain advantage on all melee attack rolls
once
attacks.
melee attacks when an ally is within 5 ft of during that turn, but attack rolls against it
day. In addition, Beelzemon can see through
your target
magical and isas
darkness notif unconscious.
it were normal have advantage until the start of its next
darkness. turn.
Multiattack.
Unusual The Ebemon
Nature. eater makes tworequire
doesn't attacks. Multiattack. Ebemon makes two Crusher
air, food, drink, or sleep. Bone attacks.
Multiattack. Ebidramon makes two Twin
Scissors attacks.
Sure-footed. Exermon has advantage on
Strength and Dexterity saving throws made Multiattack. Exermon makes four Defibrilla-
against effects that would knock it prone. Shock attacks or two Insec Mind attacks.
Red Eyes (2/day). A target within 45 feet of
FlameDevidramon that it can see must Multiattack. Devidramon makes three
Limited
make a DC Magic Immunity. Flaremon
20 Constitution saving throw can'torbe Touch of Inferno attacks or three Infernal
affected or detected
be paralyzed for 3 turns.by spells of 6th level or Gate attacks.Flamedramon makes two
lower unless he wishes to be. Flaremon has Multiattack.
advantage on saving throws against all Flame Fist attacks.
Multiattack. Flaremon can make three
other
Felinespells and
Agility. magical
Your reflexeseffects.
and agility allow attacks.
Melt. While in an area of extreme heat,
you to move
Immutable with
Form. a burst
Frigimon
Feline Agility. Your reflexes andof speed.
is immune When
agility to
allow Frigimon loses 1d6 hit points at the start of
you
any move
spell oron your
effect turn
that in
wouldcombat,
you to move with a burst of speed. Whenalter you
its can
form. each of its turns.
double
you moveyouronspeed untilinthe
your turn end of you
combat, the canturn.
Once
doubleyou usespeed
your this trait,
untilyou
the can't
end ofusetheit turn.
again untiluse
Once you youthis
move 0 feet
trait, you on one
can't useofityour Pitfall (Recharge 3). As an Action, Gazimon
turns.
again until you move 0 feet on two
one attacks:
of your can create a pitfall large enough to capture
Multiattack. Gatormon makes a Medium or smaller creature within 15 feet
turns.
one
Keen Smell. Gazimon has advantage its
with its Gator Bite and one with on Tail of his position. The pitfall requires 20 feet or
Chaser.
Wisdom (Perception) checks relying on half the creature's movement (whichever is
smell. lower) to escape.
Starlight Explosion
Multiattack.
Multiattack. Peckmon(1/day).
Parrotmon All two
makes
can make creatures
twoParrot
Kunai
within
Claw 50 feet
attacks.
Starlight of
Explosion
Wing attacks Phoenixmon
on the(1/day).
same turn must make a
All against
creatures
DC 20 Constitution
within 60targets.
different saving throw.
feet of Phoenixmon mustOnmake
a failed
a
Siege aMonster.
save, creaturePerseusKabuterimon
is no longer charmed deals
or Multiattack. PerseusKabuterimon can make
DC 21
double Constitution
damage saving
to or throw.
objects andloses On a failed
structures. two Horn Buster attacks.
raging
save, aand a fiend
creature is no undead
longer charmed halforof its
total hit points.
raging and a fiend or undead loses half of its
total hit
Mega points.
Heal (Recharge 3). As an Action,
Fruits Rush. As an action, Pomumon can
Piddomon regains 8 hit points.
move its entire movement speed without Unusual Nature. Pomumon does not
invoking
Magic opporunity
Weapons. attacks. weapons are
Puppetmon's require food Puppetmon
Multiattack. or sleep. makes two melee
considered magical. attacks.
Multiattack. RaiGrowlmon makes two Dino
Kick attacks.
Multiattack. Rinkmon makes two Spinning Spellcasting. Samudramon's spellcasting
Cutter attacksSaberdramon
Illumination. and one Quadsheds Speed Stream
bright ability is Intelligence (spell save DC 18, +10
attack.
light in a 30-foot radius and dim light an to hit with spell
Multiattack. attacks). He
Sandiramon has the
makes two
Dragon
additionalMan Resilience.
30Movement.
feet. Samudramon has following
attacks: onespells (6/day,attack
Constrict all using
and5th
onelevel
Freedom
advantageofon
Multiattack. Saberdramon
saving throwsScorpiomon
makes
against two Black
being spell slots): blur, dispel magic, expeditious
ignores
Saber difficult
attacks. terrain, and magical effects Treasure Lance attack. If a creature is
poisoned,
Cunning is immune
Snake. to disease,
Sandiramon and magic
invokes retreat, heat metal,
already grappled scorching
from ray,
Constrict,
can't
can't reduce
put himits to speed
sleep. or cause it to be thunderwave, wall ofthis
force
disadvantage on Intelligence (Insight)
restrained. It can spend 5 feet of movement Sandiramon
Multiattack. Scorpiomon makesagain
can use attack to deal
two Tail
checks
to escapeandfrom
Charisma (Persuasion)
nonmagical checks.
restraints or additional damage.
Blade attacks or two Stinger Surprise
being grappled. attacks.
Magic Resistance. Sheepmon has advantage
on saving throws against spells and other
magical effects.
Multiattack. Shellmon makes two attacks:
one with its Drill Shell and one with its Aqua Multiattack. ShimaUnimon makes three
Blaster.
Magic Weapons. ShimaUnimon's weapon attacks: one with Striped Blaster and two
attacks are considered magical. with Shima Corn Thrust.
Unusual Nature. SkullGreymon doesn't Multiattack. SkullGreymon makes one Dark
require
Unusualair, food, SkullGreymon
Nature. drink, or sleep.doesn't Shot and twoSkullGreymon
Multiattack. Death Nail attacks.
makes one Dark
require air, food, drink, or sleep. Shot and two Death Nail attacks.
Vaccine Remnant. SkullMammothmon
deals an extra damage die to fiend and
undead Digimon. In addition, any critical hit
Expressionless. SkullMammothmon is made against SkullMammothmon deals an
immune to all Charisma checks. extra hit die of its damage.
Terrain Camouflage. SkullScorpiomon has Multiattack. SkullScorpiomon makes three
advantage on Dexterity (Stealth) checks attacks: two with its Chela Crunch and one
made to
Multiattack.hide in the desert.
SkullWendigomon makes two with its Poison Pierce.
Enlarge (2/day). For 1 minute, Sunarizamon
Radius and Ulna Crusher
increases in size. While enlarged,attacks.
Sunarizamon is 1 size larger, doubles its
damage die on melee weapon attacks, and
has advantage on Strength checks and
saving throws. If it lacks room to increase in
size, it attains the maximum size possible in
the space available.
Multiattack. TealOkuwamon makes two
Undead
Tag Team. Horn Attacks and
Terriermon hasone Double on
advantage
Scissor Claw attacks.
attacks if Lopmon is also attacking the same
target.
Reactive Heads. For each head Multiattack. TriCrocodilemon makes three
TriCrocodilemon has beyond one, it gets an attacks: one with its Croc Bite, one with its
Regeneration.
extra reaction thatVegiemon
can only regains
be used3 hit
to Swamp Blast, and one with its Mega Croc
points at the start of
make opportunity its turn. If it takes cold, Bite.
attacks.
fire, or necrotic damage, this trait does not Multiattack. Unimon makes three attacks:
Magic
function Weapons. Unimon's
at the start weaponnext
of Vegiemon's attacks one with Holy Shot and two with Unicorn
are considered
turn. Vegiemon magical.
only if it starts its turn at 0 Thrust.
Legendary Resistance (3/day). If Magic Resistance. VemonMyotismon has
Charge.
hit points If WaruSeadramon
and doesn't moves
regenerate. at least
VenomMyotismon fails a saving throw, he advantage on saving throws against spells
25
canfeet straight
choose towardinstead.
to succeed a creature right and other magical effects.
before hitting it with a Doramon Attack on
the same turn, the target takes an
additional 9 (2d8) piercing damage. Sure-Footed. Wendigomon has advantage
Multiattack.
Standing Waspmon
Leap. Wendigomon'smakes two
longBear
jump isV- on Strength and Dexterity saving throws
Multiattack.
Buster attacks.WereVeedramon makes one
up
Headto Bash,
20 feetone
andV-Were
its highPunch,
jump isandup one
to 10 made against effects that would knock it
feet, with or without a running
Chaos Tail attack, or it makes three V-Eyestart. prone.
Beams attacks.
Spells (6/day at 2nd level). Aganazzar's
Scorcher, Burning
Spells (7/day Hands,
at 3rd level).Witch Bolt,
Aganazzar's Multiattack. Wizardmon makes two Staff
Scorching
Scorcher, Ray
Witch Bolt,level).
Scorching Ray, Hellish Strike attacks.Wizardmon makes two Staff
Multiattack.
Spells (9/day at 4th Aganazzar's
Rebuke Call Lightning, Witch Bolt, Hellish
Scorcher, Strike attacks.
Rebuke, Scorching
Multiattack. Ray makes two melee
Zudomon
weapon attacks.
Ability 5 Ability 6
1/day each at 5th level: commune, magic Multiattack. Angewomon makes two Holy
missile, moonbeam, sleep Slap attacks.
At will: far step, greater restoration, pass 1/day each: commune, destructive wave,
without trace, water walk plane shift (self only), scatter
Multiattack. Meteormon makes three Big
Bang Blow attacks.
Legendary Actions. Chrysalimon can take 3 Legendary Actions. ClavisAngemon can take
legendary actions,Melee
Heater Uppercut. choosing from attack: +6
Weapon 3 legendary actions, choosing from
Misconnecting or the options below.
to hit, reach 5 ft, one target. Hit: Only
9 (1d10+4) Heaven's Arrow, Healing Touch, or an
one legendary
Healing Touch
piercing damage. action option
(4/day). can be
ClavisAngemon used at a option below. Only one legendary action
time andanother
touches only at the end ofThe
creature. a creature's
target turn. option can be used at a time and only at the
Chrysalimon regains
magically regains spent legendary
40 (8d8+4) hit pointsactions
and is Detect.
end of aChrysalimon makes
creature's turn. a Wisdom
ClavisAngemon
at the start of his next turn.
freed from any curse, disease, poison, (Perception) check.
regains spent legendary actions at the start
blindness, or deafness. of his next turn.
Legendary Actions. DanDevimon can make 3
legendary actions. Only one legendary action
can be used at a time and only at the end of
another creature's turn. DanDevimon regains
spent legendary actions at the start of its Attack. DanDevimon can make one weapon
turn. attack.
Fire Endurance. When Wizardmon takes fire Lightning Endurance. When Wizardmon
damage, it may reduce the damage by 10 takes lightning damage, it may reduce the
(1d12+4). It cannot use this trait again until damage by 10 (1d12+4). It cannot use this
after a short or long rest. trait again until after a short or long rest.
Horn & Tusk. Melee Weapon attack: +8 to
hit, reach 10 ft, one target. Hit: 16 (2d10+5)
piercing damage.
Attack 5 Necro
Attack Eclipse
6 (Cost 3 Actions). When a creature
enters a space within 10 feet of AncientSphinxmon,
it makes a Necro Eclipse attack against that
Claw Attack. AncientSphinxmon makes one claw creature. AncientSphinxmon cannot use this
attack. legendary action if it is still recharging.
Disengage. After taking melee damage from a
creature, Antylamon can disengage that creature at
the end of that creature's turn. Antylamon can only
disengage from Huge or Gargantuan creatures.
Spider Machine Gun (Recharges after a Short Rest). End Magic (Costs 2 Actions). Dexmon casts Dispel
Dokugumon
Attack. conjures
Dexmon a spectral
can make one KoDokugumon
weapon attack. Magic.
Tentacle
within 60Bug.
feet Diaboromon makes
of itself. Dokugumon a can
Cable Crusher
make a Savage (Costs 2 Actions). Diaboromon makes a
attack.
melee spell attack (+4 to hit) against one creature Web Wrecker attack with advantage.
within 5 feet of KoDokugumon. On a hit, the target
takes 5 (1d6+2) force damage. KoDokugumon lasts
for 1 minute. As a bonus action on later turns,
KoDokugumon can move up to 20 feet and repeat Grapple (Costs 2 Actions). The eater can make a
the attack against one creature within 5 feet of the grapple
Grapplecheck
(Costsimmediately aftereater
2 Actions). The takingcanmelee
make a
dagger. damage from a creature. The target must
grapple check immediately after taking melee succeed
on a DC 14 Strength saving throw or be grappled.
damage from a creature. The target must succeed
While
on a DCgrappled, the target
16 Strength saving takes
throw16 or(3d10) code
be grappled.
damage, which itthe
While grappled, cannot recover
target takes 22for(4d10)
1 hour.code
The
Aggressive. The eater moves up to its speed toward target takes this damage for each failed saving
damage, which it cannot recover for 1 hour. The
the closest highest
Aggressive. stage
The eater Digimon
moves up toitits
can see. toward throw
speed target until
takesitthis
is no longerfor
damage grappled.
each failed saving
the closest highest stage Digimon it can see. throw until it is no longer grappled.
Infinity Cannon. Machinedramon makes a Giga Soul Banish (Recharge 3-4). MagnaAngemon stabs
Cannonand
Shield attack.
Counter (Costs 2 Actions). When an his sword (Costs
Deadlock into the2 ground
Actions). and generates
Until the starta of his
attack targeting MagnaAngemon is not successful, next shockwave that affects a 50-foot
turn, MagnaKidmon preventsradius. Creatures
advantage on
MagnaAngemon can attack immediately. within rangetargeting
attack rolls must make a DCif17
himself Strength
that advantagesaving
MagnaAngemon can use his Excalibur attack on the throw. Creatures
comes from takeIn31addition,
flanking. (3d8) force damage on a
MagnaKidmon
attacking creature after a failed melee attack
The Stampede (Costs 2 Actions). As a reaction, and his failed save, or half as much damage
can make a weapon attack against a target on a successful
that
Gate of Destiny attack after a failed ranged
MagnaKidmon can teleport up to 30 feet to an attack. save.
should normally have advantage when that
unoccupied space it can see. Black Rain
creature (Costsan2 attack
makes Actions). All creatures
against MagnaKidmon. within
Malo Slash. Melee Weapon attack: +17 to hit, reach Bolster.
45 feet ofMastemon bolsters
MaloMyotismon all nonhostile
suffer from thecreatures
effects
15 ft, one target. Hit: 27 (4d8+9) magical within 120 feet ofspell
of the(Costs
Confusion it until
(PHBthe224)
enduntil
of itsthe
next turn.
start of
Gaze
Bolstered 2 Actions).
creatures ManananggalMyotismon
can't be charmed or frightened,
bludgeoning
Fang. damage.
ManananggalMyotismon makes a Crimson MaloMyotismon's
makes a Beguiling next turn.
Gaze attack if a creature isn't
Attack. Mastemon makes one Holy Desire or Dark and they gain advantage on ability checks and
Fang attack.
Despair attack. Spellcast (costs 2 Actions). already affected
saving throws by the
until it. end of Mastemon's next
Mastemon makes one 1/day spell attack. turn.
Sentinel. When a creature within 5 feet of
Meteormon attacks a target other than Meteormon,
it can make a single attack roll against the attacker.
Saving Throw(s) DEX +6, CON +11, INT +9, WIS +10
Skills Arcana +9, Perception +10, Religion +15
Vulnerabilities
Resistances
Claw. Melee Weapon attack: +12 to hit, reach 5 ft, one target. Hit:
17 (2d10+6) slashing damage.