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Digivolution Prof.

Name Stage CR Size/Type


Medium AC Hit Points Speed Bonus
Aegiomon Champion 3 celestial 16 60 (11d8+11) 40 2
Airdramon Champion 4 Huge
Huge dragon 19 97
199(13d8+39) 30; fly 90 3
AncientSphinxmon Mega 17 monstrosity
Large 17 (19d10+95)
136 40; fly 60 6
Angewomon Ultimate 10 celestial 17 (16d8+64) 30; fly 90 4
Ankylomon Champion 4 Large beast
Gargantuan 13 76
150(8d12+24) 40 2
Antylamon Ultimate 12 monstrosity 16 (20d10+40) 45 4
Any Fresh Fresh 0 Tiny ______ 8 5 (1d4+3) 10 or 15 2
Any In-Training In-Training 0 Tiny ______
Medium 10 7 (1d6+3) 15 or
35; 20
climb 2
Apemon Champion 1 humanoid
Large 14 22 (4d8+4) 25 2
Medium
Armormon Ultimate 4 construct
beast 18 72
123(12d8+18) 30; climb50 3
Medium
Arukenimon Ultimate 6 monstrosity
beast 19 (13d10+52)
110 30
40; climb 3
Arukenimon Ultimate 7 monstrosity 17 (13d10+39) 40 3
Aruraumon Rookie 1 Tiny plant
Medium 11 22
162(5d8) 30 2
Asuramon Ultimate 9 celestial
Medium giant 17 (13d12+78) 30 4
Bakemon Champion 2 undead 13 275
39 (6d8+12) 30; fly 30 3
Beelzemon Mega 23 Large fiend 22 (19d12+152) 45; fly 30 7

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

acid, cold, fire, Speaks or


lightning, Understands
thunder; Draconic
Understands
bludgeoning, Common, Giant,
piercing, and cold and Winter Wolf
slashing from exhaustion, Common and
fire
nonmagical frightened, Darkvision 60 ft Draconic
one additional
blinded,
code attacks necrotic, poison poisoned
deafened, Darkvision 120 ft language
Common,
blinded, Common,
fire cold poison, radiant exhaustion
deafened, Tremorsense 30 ft Terran
Druidic, and
Common,
cold, fire
bludgeoning, bludgeoning,
poison, radiant exhaustion Tremorsense 30 ft Terran
passive Perception Druidic, Elvish,
fire piercing, radiant piercing, and 13 Terran, Sylvan
slashing from
fire
nonmagical One language of
attacks blinded, Darkvision 60 ft your choice
charmed,
code deafened, Speaks one
radiant; exhaustion, language and
bludgeoning, frightened, Elvish, Sylvan
understands
piercing, and fire, necrotic charmed,
stunned Truesight 30 ft two others
slashing from exhausted, All; Telepathy
bludgeoning,
nonmagical frightened, 120 ft
All; Telepathy
piercing,
weapons and necrotic, poison poisoned Truesight 120 ft Understands
120 ft
slashing from blinded, Draconic and
nonmagical deafened, one other
weapons lightning exhaustion Darkvision 60 ft language
charmed,
poison; exhausted,
bludgeoning, frightened,
piercing, and paralyzed,
slashing from charmed,
petrified, Common and
acid, radiant, nonmagical prone
poisoned, Tremorsense 30 ft Draconic
All; Telepathy
code thunder
necrotic; attacks stunned Truesight 120 ft 120 ft
Understands
bludgeoning, Leonin
piercing, and Darkvision 60 ft Leonin
slashing from Common
Ignan andand
nonmagical Darkvision 60 ft Leonin
understands
cold weapons
cold; fire Darkvision 60 ft Common
acid, fire,
bludgeoning,
cold;
necrotic, Darkvision 30 ft
acid, fire,and
piercing,
bludgeoning,
thunder;
necrotic, poison poisoned Darkvision 60 ft Common and
slashing
acid, fire,from
piercing, and Understands
Understands
bludgeoning,
necrotic
thunder;
nonmagical exhaustion, Darkvision 60 ft Infernal
Draconic
necrotic,
slashing from
piercing, and grappled, Draconic,and
bludgeoning,
weapons
thunder;
nonmagical acid, fire, poison exhaustion,
poisoned Darkvision 120 ft Infernal
Infernal, and
slashing
piercing, from
and charmed,
paralyzed,
grappled,
bludgeoning,
weapons
nonmagical acid, fire,
poison;
cold, poison
lightning, exhaustion,
poisoned
exhausted,
poisoned, Darkvision 120 ft Undercommon
Common
slashing
piercing, from
and paralyzed,
grappled, Common,and
radiant weapons
nonmagical bludgeoning,
poison
cold, lightning, frightened,
prone
poisoned, Darkvision 120 ft Common,
Abyssal
Abyssal, andand
slashing from piercing, and paralyzed,
paralyzed, Abyssal,
radiant weapons
nonmagical poison;
poison
cold, lightning, prone
poisoned, Darkvision 120 ft Deep Speech
one additional
slashing from
bludgeoning, poisoned,
charmed,
radiant weapons
code, cold, fire, poison
nonmagical prone
prone, Darkvision 120 ft language
All; Telepathy
piercing, and exhaustion,
lightning
cold, fire, attacks
slashing that is stunned
frightened, Truesight 120 ft 120 ft
All, telepathy
lightning nonmagical poisoned Truesight 120 ft 120
Commonft and
Darkvision 60 ft None
Draconic or
cold, fire, Common
Understands and
radiant Darkvision 60 ft None or
Primordial
Blindsight 10 ft, one (your
Understands
Darkvision10
Blindsight 60ft,
ft choice)
one (your
Darkvision 60 ft Any one
choice)
Darkvision 60 ft language
Undercommon and
Common and
understands
necrotic, poison, Darkvision 60 ft Draconic
another
poison
psychic; poisoned Darkvision 60 ft language
bludgeoning, charmed,
piercing, and exhausted,
prone Darkvision 120 ft Deep
slashing from paralyzed, Deep Speech
Speech,
lightning
nonmagical prone
petrified, Darkvision 120 ft Undercommon
Up to 3 of any
weapons poisoned Darkvision 60 ft languages
Understands or
bludgeoning Darkvision 30 ft speakslanguages
Common
from three
Understands or
nonmagical Blindsight 60 ft (usually
speaks Common
Common and
weapons Common
Infernal and/or
cold; Elvish) but
bludgeoning, prone Darkvision 60 ft Common
cannot speak
piercing, and Darkvision 120 ft them
fire;
slashing from Understands
bludgeoning,
fire Any one
nonmagical fire, necrotic, Draconic
language and
piercing from piercing,
weapons and poison poisoned Darkvision 120 ft Infernal
magical weapons slashing from (usually
wielded by good fire
nonmagical exhausted, Common)and
Common
creatures weapons frightened,
grappled Darkvision 60 ft Infernal
paralyzed,
petrified, Any two
fire thunder cold, poison poisoned Darkvision 45 ft languages
Common and
Darkvision 60 ft Common,
Goblin
Gnoll, Leonin,
Darkvision 60 ft Halfling, and
Undercommon
Common and
Celestial and
radiant Darkvision 45 ft Goblin
understands
radiant Darkvision 60 ft Giant
cold fire, radiant Darkvision 90 ft
Common
Speaks
Speaks and
or
exhaustion, Common
Understands
acid, cold, fire prone Common
Common and
frightened Sylvan
Common and
Darkvision 30 ft Goblin
bludgeoning,
piercing, and exhaustion,
slashing from paralyzed, Any one
nonmagical poisoned, language
weapons poison petrified
charmed,
poisoned, Darkvision 60 ft Giant, Terran
poison exhaustion,
petified Darkvision 60 ft Giant
frightened, Darkvision 60 ft
paralyzed,
petrified, Darkvision 60 ft Common
Common and
fire
fire, poison; poisoned Darkvision 60 ft Draconic
bludgeoning,
fire piercing, and charmed, Draconic
slashing from frightened,
nonmagical paralyzed,
charmed, Common and
bludgeoning, weapons poisoned
grappled, Blindsight 120
Darkvision 120ftft;
Sylvan
One language
poison piercing,
thunder and acid prone Tremorsense
slashing with Darkvision 60 60
ft; ft
(usually Terran)
Common,
nonmagical
damage from charmed, Tremorsense 60 ft
Blindsight 60 ft; Infernal, and
weapons
spells; cold, necrotic poisoned Darkvision 90 ft Aquan
Leonin and/or
bludgeoning, cold Darkvision 60 ft Yeti
Common and
piercing, and charmed Darkvision 120 ft Infernal
slashing from Common and
nonmagical charmed Darkvision 120 ft Infernal
Any six
attacks charmed, languagesand
Common
Understands
code psychic frightened Darkvision 90 ft Deep
Common Speech
and
Understands
fire, necrotic, frightened
charmed, Darkvision 90 ft Draconic and
Common
Understands
radiant
fire, necrotic, frightened
charmed, Draconic
Common and
radiant frightened Draconic
Common and
Darkvision 60 ft Giant
Auran and
Common
Any one
Blindsight 10 ft, language
Common and
Darkvision 30 ft one other
charmed Darkvision 60 ft language
Speaks or
cold, lightning, Darkvision 60 ft Sylvan and one
Understands
poison poisoned additional
Terran
cold; language;
bludgeoning,
cold, lightning poison poisoned Terran
understands
piercing, and frightened Elvish
slashing from
thunder;
nonmagical charmed, Common
bludgeoning,
weapons fire, poison frightened,
poisoned
charmed, Truesight 90 ft Infernal
piercing, and paralyzed,
prone Tremorsense 30 ft Draconic
slashing from petrified,
charmed, Speaks Leonin
nonmagical poison; poisoned, Speaks
Common,
All, Leonin
Sylvan
exhausted,
charmed,
blinded, andbut rarely
and
attacks
cold, fire, bludgeoning,
poison unconscious Darkvision 90 ft
frightened, speaks
understands
piercing, deafened, understands 1-2
necrotic poison and frightened,
grappled,
poisoned
blinded,
frightened, Darkvision 120 ft other
one languages
other
slashing from grappled,
paralyzed, Understands
code necrotic, poison
nonmagical charmed,
poisoned
poisoned, Truesight 120 ft language
Leonin and 1
petrified,
exhausted, Celestial,
thunder attacks restrained
restained, Darkvision 120 ft other language
Common, and
frightened,
poison;
radiant
cold, necrotic; stunned
poisoned, Truesight 120 ft Elvish
Deep Speech,
poison, psychic bludgeoning,
bludgeoning, charmed,
prone Truesight 120 ft Understands
Draconic
piercing,
piercing, and
and exhausted,
exhaustion, Darkvision 60 ft Celestial
radiant
cold, fire, bludgeoning,
slashing from
that is blinded,
frightened, Giant andand
All, telepathySylvan
slashing
piercing, and frightened, Infernal but
lightning nonmagical
nonmagical charmed,
poisoned
paralyzed, Truesight 120 ft 120 ft
Darkvision 120 ft, utters obscene
slashing from deafened,
radiant attacks
nonmagical poisoned Truesight 120 ft nonsense
exhaustion, Blindsight 60 ft
weapons frightened, Truesight 120 ft
(blind beyond this All
acid lighting, slashing prone radius) Common and
cold Draconic
Ignan and
cold fire, poison poisoned Ignan
understands
fire, poison poisoned Common
Common,
petrified, Druidic, and
poison poisoned Tremorsense 30 ft Terran
Common and
cold Dwarvish
Common and
cold Darkvision 60 ft Dwarvish
Giant or Yeti
cold Darkvision 60 ft (not both)
Common and
cold; damage necrotic; two otherand
Common
from spells; bludgeoning, Darkvision 60 ft languages
one other
bludgeoning, piercing, and Darkvision30
60ft,
ft Infernal,
language Elvish,
slashing from Blindsight Common,
Common,
piercing, and frightened Darkvision 120 ft telepathy
and Sylvan120 ft,
slashing from nonmagical Infernal,
and one and
nonmagical weapons Darkvision 120 ft Undercommon
additional
deafened, Speaks or
attacks fire, poison poisoned
exhaustion, Darkvision 120 ft language
Understands
deafened, Speaks or
acid, cold, fire prone
exhaustion, Darkvision 30 ft Common
Understands
acid, cold, fire prone Darkvision 30 ft Common
Common, Giant,
necrotic Darkvision 75 ft and GoblinGiant,
Common,
necrotic Darkvision 75 ftft,
Blindsight 120 and Goblin
Darkvision 120 ft Common
Aquan or and
necrotic Darkvision 90 ft Giant
Common
Aquan or (not
Darkvision 30 ft both)
Common (not
Darkvision30
Blindsight 30ft;
ft both)
Common and
cold exhaustion, Darkvision 120 ft Draconic
Understands
Understands
damage from grappled,
exhaustion, one
Deeplanguage
Crow and
Understands
bludgeoning,
spells; paralyzed,
grappled, Darkvision 60 ft Draconic
one language
piercing, and
bludgeoning, poisoned,
paralyzed, (your choice)
radiant;
lightning,from
slashing charmed,
prone, Deep Speech,
piercing,
radiant and
bludgeoning, poisoned,
frightened Blindsight 120 ft Draconic
nonmagical
psychic;
slashing from restrained,
prone, Common
Up to 5 and
piercing,
weapons and fire, poison stunned Darkvision 60 ft Ignan
bludgeoning,
nonmagical
slashing from restrained,
charmed, languages
Common and (at
piercing,
weapons and fire, poison blinded,
charmed,
stunned Darkvision 120 ft least one
Ignan all is
nonmagical exhaustion,
charmed, Speaks
slashing
weapons exhaustion,
frightened Truesight 60 ft usually Common
languages
damage from deafened,
frightened, and one is a
fire nonmagical exhaustion
petrified, Blindsight 10 ft monster
Common and
fire weapons poison poisoned
paralyzed, Darkvision 90 ft language)
one additional
Exhaustion,
charmed,
charmed,
lightning prone
Grappled, Darkvision 60 ft language
Understands or
deafened,
Exhaustion,
deafened,
lightning Paralyzed,
exhaustion,
Grappled, speaks Common
Understands 1
exhaustion,
bludgeoning, Petrified,
prone
Paralyzed,
frightened, Darkvision 90 ft to 3 languages
One language of
piercing, and acid, cold, necrotic Poisoned,
Petrified,
prone Darkvision 90 ft your choice
slashing from Prone,
Poisoned,
cold nonmagical lightning Restrained, Darkvision 60 ft Common
Understands
Prone, Understands
Common,
attacks fire, poison Unconscious
Restrained, Darkvision 60 ft Any
Ignan
Ignanone
or
charmed, Draconic,
language
radiant bludgeoning, Unconscious
exhaustion, Darkvision 120 ft Common
Dwarvish,
piercing, and (usually Elvish,
Abyssal,
necrotic, poison frightened Sylvan
Common,
slashing from Celestial, Giant,
radiant
nonmagical or Elvish)
Infernal,
weapons cold frightened Truesight 120 ft Primordial
Common and
Goblin
cold; charmed,
charmed,
exhaustion,
bludgeoning, exhaustion,
slashing, and frightened,
charmed, Celestial,
frightened,
grappled,
paralyzed, DarkvisionElvish,
Common, 60 ft
piercing from grappled, Understands
nonmagical poison paralyzed,
poisoned
paralyzed, Darkvision 60 ft Sylvan
Draconic and
paralyzed,
petrified, Understands
weapons fire, poison poisoned
petrified, Tremorsense 60 ft Draconic
Inferno but
poisoned,
poison poisoned
prone, Darkvision 60 ft can't speak
Common,
poison restrained Darkvision 120 ft Draconic
Abyssal,
necrotic, charmed, Common,
Common, and
radiant poison, psychic frightened Tremorsense 60 ft Dwarvish,
Minotaur Elvish,
Goblin, and one
cold, fire additional
exhaustion, Darkvision 120 ft language
Understands
bludgeoning poison poisoned Darkvision 60 ft Abyssal
Aquan and
bludgeoning, fire cold, poison poisoned Darkvision 60 ft Auran
Common and
Darkvision 30 ft Goblin
Common and
cold Blinded, Darkvision 60 ft
Blindsight 30 ft, Goblin
Common and
fire Stunned Darkvision 60 ft Draconic
fire poison poisoned Darkvision 60 ft Auran, Terran
Aquan and
poison poisoned Darkvision 60 ftft, Terran
Blindsight 120
Darkvision 120 ft
Common,
Common and Sylvan
fire cold, fire,
psychic thunder blinded,
deafened Giant
radiant; deafened,
damage from frightened,
cold radiant
spells; grappled Aquan
charmed, Celestial, Elvish,
bludgeoning, paralyzed, Sylvan,
piercing, and charmed, Common,
bludgeoning,
lightning, poison poisoned Darkvision 60 ft Telepathy 60 ft
Undercommon,
slashing
piercing, from
or exhausted,
piercing
nonmagical frightened, Darkvision
Darkvision 120 ft; and Vegepygmy
60 ft
slashing from
attacks
nonmagical necrotic, poison poisoned Truesight 60 ft All
Any two
attacks fire, radiant Darkvision 60 ft Infernal;
languages
Common
Telepathyand300
lightning Darkvision 120 ft
Darkvision 45 ft, Deep Speech
feet (with other
fire cold, fire, thunder charmed, Truesight 30 ft Waspmon)
Darkvision 60 ft,
lightning poison poisoned Darkvision 120 ft Abyssal,
passive Perception Abyssal
Draconic,
Infernal,
Abyssal, and
16 Abyssal
one other
Infernal,
necrotic language
Draconic, and
necrotic Orc
Any one
language
Any two
languages
Any four
Aquan,
languages
Common, and
lightning Draconic
music that catches the attention of nearby
creatures. All creatures within 60 feet of
Aegiomon must make a DC 13 Wisdom
saving throw or be charmed for 1 minute. A
charmed creature believes Aegiomon is a
deity
Charge. that they worship
If Airdramon and they
moves are20
at least unable
feet Inscutable. AncientSphinxmon is immune to
to see
straight any other
toward acreatures.
creature A creature
right before Multiattack. Aegiomon makes three Iron
Ability
charmed 1 this way can be freed from taking any effect
Ability 2 that orwould
three sense its emotions or
hitting it with a Big Jaw on the same turn, the Trust read
attacks
its thoughts, as
Stun Beat
well as any
Blow
divination
injury
target or being
takes anshaken
additionalby another
6 (1d12)creature.
piercing attacks.
Multiattack. Airdramon can make twochecks
Wing
Angelic Weapons. Angewomon's weapon spell that it refuses. Wisdom (Insight)
damage.
Magic Weapons. AncientSphinxmon's Cutter
made attacks.
to ascertain AncientSphinxmon's
attacks are magical. When Angewomon hits Magic Resistance. Angewomon has
attacks
with anyare considered
weapon, magical.deals an extra Meditation
the weapon intentions
advantage or Cure.
on As an
sincerity
saving Action,
have
throws Antylamon
disadvantage.
against spells
Peaceful
4d8 radiantPresence.
damagehas Antylamon
(included has
in the attack). rolls half its hit dice
and other magical effects. and gains that much hit
Brave. Ankylomon advantage on saving
advantage on Wisdom and Charisma checks points. Antylamon cannot move this turn or
Change
throws Shape. being
against
on any creatures Aswith
an frightened.
Action,
an 8 orArukenimon
lower on the make any attacks on its next turn. Antylamon
magically
relevant stat.polymorphs into a Medium or can only do this once per short or long rest.
Small humanoid or back into its true form.
Other
Sudden than
Rush.its size,
As anitsAction,
statistics are invokes
Apemon's thespeed
same Multiattack.
Multiattack. Apemon
Defensive
in each
Manuevers.
form. While
Armormon
polymorphed, Face of Blessings. As acan
Armormon make
can
Bonus maketwo
Action, Bone
two
increases
disadvantage by 35
on feet
meleeand it doesn't
attacks provoke
targeting it Strike
Justice attacks
Strike and one
attacks Magical
each turn Monkey
as
Asuramon can activate the Face of Blessings. long as
Sunlight
Arukenimon
opporunity Sensitivity.
can mouth
attacks While
until theinend
words sunlight,
it of
speaks
the turn. Punch attack.
that deal
Arukenimon nonmagical
has bludgeoning,
disadvantage piercing,
on attack rolls, Rooted
both
While Photosynthesis.
attacks
active, are
at not
the start Aruraumon
targeting
of the
every samecan
turn,
telepathically
or to appear to be talking. recover 4 (1d8) hitone
points atignores
the start ofto
as slashing
Face
wellof as
Arukenimon
damage.
Mercy.
Wisdom
is As a(Perception)
limitedBonus
to Action,
its Asuramon
checks
Spider
creature.
Clawthat Asuramon
Web Walker. canArukenimon
do of the following
Speak
can with
activate Beasts
sight.the and Plants.
Face ofhumanoid. Aruraumon
Mercy. While every turn if it made 0 movement last turn.
rely
attack
can
onwhile
communicate a Mediumwith beasts and If active,
plants as if
allies
movement
Web
This
withinrestrictions
Walker.
ability
30Arukenimon
does
feet: increase
not
caused
work
an
ignores
if
byally's
webbing.
Aruraumon took
creatures
Arukenimon dealt damage by Asuramon must movement speed by 10caused
feet orby include
they shared
make a DC 15 adies, it reverts
language.
Wisdom saving Thistoincludes
its true beast
form.
throw or be Asuramon's
movement restrictions
acid, cold, fire, CHAortopoison damage
a target
webbing.
within
creature's the
and plant Digimon.
Frightened for 1 minute. Only one face can last turn.rolls. Only one face can be active at
damage
Turning Defiance. Bakemon has advantage
be active
Devil's at a Magical
time. darkness doesn't a time.
Legendary Resistance (3/day). If Beelzemon on
Sight. saving
Magic throws against
Resistance. effects
Beelzemon hasthat turn
advantage
impede
fails Bakemon's
a saving throw,sight.
it can choose to succeed on undead.
saving throws against spells and other
instead. magical effects.

Hold Breath. Betamon can hold its breath up


to 30 minutes.

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.

Camouflage. BlackGarurumon has


advantage on Dexterity (Stealth) checks
made to hide in snowy terrain or at night.
Multiattack. BlackWarGreymon makes two
Dark Senses.
360° Lurker. BlackWarGreymon
Blossomon negateshas advantage Dragon Crusher attacks, one of which can
advantage
for attacks on attack itself
targeting rolls at
sonight.
long as the be replaced by Terra Destroyer, if available.
360° Senses. Blossomon negates advantage
advantage
for attacks is from flanking.
targeting itselfcancels
so longadvantage
as the
360° Senses. Blossomon
advantage
for attacks is from flanking.
targeting itself so long as the Siege
CalumonMonster.
Agility.Blossomon deals
Your reflexes double
and agility
advantage is from flanking. damage
allow youtotoobjects and structures.
move with a burst of speed.
Multiattack. Buraimon can make two When you move on your turn in combat,
attacks. you can double your speed until the end of
GigaPower (3/long rest). Calumon grants a the turn. Once you use this trait, you can't
Digidestined within 30 feet of itself a Watchdog
use it againofuntil
Hell. At move
you the start of on one of
0 feet
Piercing Pain. Cerberumon
temporary DigiPoint. deals full Cerberumon's
your turns. turn, Cerberumon recovers
piercing damage against creatures resistant 13 hit points. This ability doesn't not work if
to piercing damage. Cerberumon's attacks Cerberumon is unconscious or has taken
that deal piercing damage are magical. radiant damage within the last turn.
Magic Resistance.
Enlarged Right Claw.ClavisAngemon
Crabmon canhasmake an
advantage onattack
Opportunity savingorthrows against
Reaction spells
against any Multiattack. ClavisAngemon makes two The
and other magical
opportunities on itseffects.
right side anytime it is Key attacks.
not affected by a condition.
Mias-Spew. A pair of magical arms manifest
from negative data and defend
Poor Depth Perception. Cyclonemon has DanDevimon in a 10-foot radius. At the start
disadvantage
Evasion. on any
If DarkLeomon
Magic Resistance. attack rolls has
against
is subjected
DanDevimon a
to an of each of its turns, any other creature in
target that
effect
advantage moreallows
onthan 30
it tofeet
saving make
throwsaway.
aagainst
Dexterity
spells the radius of the arms takes 14 (4d6) force
saving
and other throw to take
magical only half damage, it
effects. damage.
instead takes no damage if it succeeds on
Multiattack.
the saving throw,DarkLeomon
and onlycan takemake two
half damage
Lion Sword
if it fails. attacks.
It can't use this trait if it's Multiattack. DarkLeomon can make three
incapacitated. Lion Sword attacks.

Red Eyes (1/day). A target within 45 feet of


Devil's Sight.that
Devidramon Magical darkness mustdoesn't
Red
impede (2/day).itAcan
EyesDemiDevimon's seewithin
target
sight.
make
45 feet a DC
of Multiattack. Devidramon makes one
14
Devidramon that it can see must make a DC Crimson
Constitution saving throw or be ClawDevidramon
Multiattack. attack and one Touch
makes twoof Evil
paralyzed
14 for 2 turns.
Constitution saving throw or be attack. Claw attacks and one Touch of Evil
Crimson
Friend of Devils. All fiends within 30 feet of
paralyzed
Devimon for 2+1 turns. attack.
Friend of gain
Devils. on fiends
All attack within
rolls while within
45 feet of
range.
Devimon
Friend of gain
Devils.+1 All
on fiends
attack within
rolls while within
45 feet of
range.
Devimon
Combat gain
Motor +1 on attack
(Recharge rolls
after while
a short within
or
Legendary Resistance (3/day). If Dexmon Magic Resistance. Dexmon has advantage
range.
long
fails arest).
savingDivermon itcan
canmove
throw,Diaboromon choose an to on saving throws against spells and other
Magic Resistance. has
additional
succeed 15 feet
instead. of swim movement
advantage on saving throws against spells for up magical effects. Diaboromon's attacks are
Magic Weapons.
to 1 minute. While
and other magical effects.Combat Motor is in considered magical.
effect, Divermon does not invoke Multiattack. Divermon makes two attacks.
opportunity attacks when it swims out of Divermon makes one less attack for each
reach.
Web Walker. Dokugumon ignores Torrent Shot that has restrained a creature.
Web Sense.
movement While in
restrictions contact
caused with a web,
by webbing.
Web Walker.
Dokugumon Dokugumon
knows the exactignores
location of any
movement
other restrictions
creatureDorumon
in contact caused
with by webbing.
the same Web Walker. Dokugumon ignores
Pack Tactics. has advantage on
web.
melee attacks when an ally is within 5 ft of movement restrictions caused by webbing.
your target and is not unconscious.

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.

Multiattack. Gladimon makes three Wheel


Rush attacks.
Spiked
ReflectiveGloves. At theAny
Carapace. starttime
of each of its
turns,
Huanglongmon is targeted by a piercing
Grizzlymon deals 5 (2d4) magic Multiattack. Grizzlymon makes one Maul
damage to any
missile spell, creature
a line spell, grappling
or a spell it.
that Attack and one Heavy Attack.
requires a ranged attack roll, roll a d6. On a
1 to 5, Huanglongmon is unaffected. On a 6,
Huanglongmon is unaffected, and the effect Three Heads. Hydramon has advantage on
Tundra
is
Reactive Freeze
reflected back
Heads. (Recharge
at the
For 4-5).
headasAs
caster
each an Action,
though
Hydramon it Wisdom (Perception) checks and on saving
IceDevimon
originated can
from cause an enemy
has beyond one, it gets an extra reactionthe
Huanglongmon, of its
turning Siege
throwsMonster. Huanglongmon
against being deals double
blinded, charmed,
choice
caster
that can toonly
into bethePetrified
used in
betarget. to ice for opportunity
make 2 turns. The damage tofrightened,
deafened, objects andstunned,
structures.
and knocked
creature
attacks. can be released early if Greater unconscious.
Restoration or fire damage equal to one
quarter
Snow of the creature's
Camouflage. hit points
IceLeomon has is used Multiattack. IceLeomon caninuse its Fist of
on it. Sunlight Sensitivity. While sunlight,
advantage on Dexterity (Stealth)
Magic Resistance. Impmon has advantage checks the Beast King and makes two Frozen
Impmon has disadvantage on attack rolls, Furyas
made to hide in snowy terrain.
on saving throws against spells and other attacks.
well as on Wisdom (Perception) checks that
Spells
magical (8/day,
effects. at 4th level): Magic Missile, rely on sight.
Multiattack
Zephyr Strike, (Recharge
Darkvision,3). Healing
ImpmonSpirit,
makes
five Machine Gun Kicks.
Misty Step, Call Lightning, Haste,
Counterspell, Fire Shield, Stoneskin.
Multiattack. Kimeramon makes three melee
attacks.

Multiattack. Kinkakumon can make two


attacks.
Stabby Frenzy. When Kogamon hits with a
melee attack, it may attack again. It can
Web
Nimble Walker.
Escape. KoDokugumon
Kogamon canignores take the continue making additional attacks until it
movement
Disengage or restrictions
Hide action caused by webbing.
as a bonus action does not hit. Kogamon cannot move
on each of its turns. between attacks made with this trait.
Spider Climb. Kuwagamon can climb
difficult surfaces, including upside down on
ceilings, without needing to make an ability
check.
Spells (1/day, at 5th level). Flame Strike,
Hellish Rebuke, Revivify, Tongues
Magic Resistance. LadyDevimon has
advantage
Poor Depthon saving throws
Perception. against spells
L-Cyclonemon has
and other
disadvantage magical effects.
on anyhas attack rolls against
Tag Team. Lopmon advantage on a
target
Undead
attacks more than 30If feet
ifFortitude.
Terriermon away.
damage
is also reduces
attacking the
Magic Resistance. Machinedramon has
MadLeomon
advantage on saving throws against spells a Unusual Nature. Machinedramon doesn't
same target. to 0 hit points, it must make
Constitution
and other magicalsavingeffects.
throw with a DC equal require air, food, drink, or sleep.
to 5 + the damage taken, unless the damage
Muffler
is radiantTransform.
Multiattack. or from As an action,
a critical
MadLeomon hit. Onthree
makes a success, Regeneration. MagnaKidmon regains 20 hit
MagnaKidmon
MadLeomon
attacks: can
drops
oneResistance
Fist increase
to 1Fallen
of the its
hit point walking
Beast instead.and points at MadLeomon
Vigilant. the start of itscan't
turn.beIfsurprised.
it takes
Legendary
speed by 15 feet and (2/day).
loses its If King
ability to necrotic damage, this trait does not
Innate
two Spellcasting.
Poison
MagnaAngemon failsMakuramon's
Claw attacks. a saving throw,innate
it can Multiattack. MagnaAngemon can make two
hover. As
spellcasting a separate
ability is action, MagnaKidmon
Wisdom (spell save DC attacks.function at the start of its next turn.
choose
can +6 to
revert succeed
back instead.
tospells).
its original movement
14,
Three to hit
Heads. with
MaloMyotismon In can innately cast MagnaKidmon dies when it starts the turn
has
Sun Sickness.
speeds.
the following While requiring
spells, in sunlight, no material True
with 0Resistance
hit points Aura.
and doesn't regenerate.
advantage on saving throws
ManananggalMyotismon has against being ManananggalMyotismon and other undead
disadvantage
components:
blinded, Innate
At Spellcasting.
MissileMastemon's
will: MagicMaloMyotismon innnate
on abilitydeafened,
checks, attackstunned,
rolls,orandknocked
saving Multiattack.
creature within
spellcasting 30 is
ability feet makes
of it has
Charisma
two
advantage
(spell save
prone.
throws. ManananggalMyotismon dies if it Screaming
on saving Darkness
throws attacks.
against any effect that
Magic Resistance. Mastemon has DC 23, +15 to hit with spell attacks). It can
spends
advantage more onthan
saving1 hour
throwsin direct
againstsunlight.
spells turns undead.
innately cast the following spells, requiring
and other magical effects. no material components:
Multiattack. MegaSeadramon can make
two Scissor Hands attacks.
Meteormon Resilience. Meteormon does Earth Walk. Meteormon can move across
not require food, water, air, or sleep. difficult terrain made of earth and stone
Surprise
Meteormon Attack. If Mojyamon
is immune surprises a
to disease. without expending extra movement.
creature and hits it with an attack during
the first round of combat, the target takes Multiattack. Mojyamon makes two Bone
an extra 7 (2d6) damage from the attack. Strike attacks.

Shiratori-Maru. Whenever Musyamon deals


melee damage, Musyamon
Shiratori-Maru. regains hit deals
Whenever Musyamon
points equal to the damage
melee damage, Musyamon regains dealt, up
hitto his
hit point maximum.
points equal to the damage dealt, up to his
hit point maximum.
Multiattack. Musyamon makes two Ninja
Blade attacks.
Destructive Impulse (1/day). As a bonus
Multiattack.
action, OkuwamonNeoDevimon
can gaincan make two
advantage on
Stun Claw attacks.
all melee attack rolls for the next minute
and cannot be charmed or frightened. In
addition, Okuwamon cannot use any other
abilities (including Multiattack) for the
duration. Destructive Impulse can be ended
early if Okuwamon is deafened, petrified, Multiattack. Okuwamon makes three
stunned,
Multiattack.prone, or unconscious.
Onimon can perform two attacks.
Kanabō Club attacks each turn.

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.

Worthy Opponent. Beelzemon has


advantage on his next attack roll when he
targets a Mega Digimon that is at full hit
points.

Multiattack. Blossomon makes three Thorn


Whip attacks.

Multiattack. Cerberumon makes three Styx


Killer attacks. Alternatively, Cerberumon
makes two Styx Killer attacks and one
Emerald Blaze attack (in any order).
Multiattack. DanDevimon makes four
weapon attacks.

DigiCore Assimilator. While grappling, if


Process "0" brings the grappled Digimon
down to 0 hit points, Dexmon gains
temporary hit points equal to one-quarter
of the destroyed
Rampage. Digimon's total
After Diaboromon hit points.
reduces a Multiattack. Dexmon makes four weapon
In addition, it gains an additional
creature to 0 hit points with a melee 5 feet of
attack attacks. If Dexmon is already grappling a
movement
on speed
its turn, it for 30up
can move seconds
to halfand
its deals creature, it can only make two Process "0"
code damage
movement speedon its
andnext Process
make "0"Crusher
a Cable attack. attacks and one
Multiattack. Process "F"
Diaboromon attack.
makes two Cable
attack. Crusher attacks.
Superheavy. Knocking Huanglongmon
prone is more difficult. All forced movement
Huanglongmon undergoes is halved,
rounding down to the nearest foot. Being
forced upwards only moves Huanglongmon Multiattack. Huanglongmon makes five
a tenth as far, rounding down to the nearest attacks: threeHydramon
Multiattack. Fang of the Emperor
makes threeand two
foot. Huanglongmon takes double damage Taikyoku.
Scatterblaster attacks. Hydramon instead
It can use Yellow Circle can useof
from falling.
Wakeful. a Taikyoku.
While Hydramon sleeps, at least Biotoxin once in place of one of the
one of its heads is awake. Scatterblaster attacks.

Multiattack (Recharge 3). Impmon makes


four Machine Gun Kicks.

Multiattack. Machinedramon makes two


Dragon Fire attacks.
Self-Centered Mind. If a creature tries to at
Weapon Frenzy. MadLeomon must move Multiattack. MadLeomon makes two The
read MagnaKidmon's thoughts,
least half his walking speed eachthat
turn or Lion Sleeps Tonight attacks and one Lion
creature must
take 7 (2d6) succeed
psychic on a DC 22
damage. Heart attack.
Intelligence saving throw or be stunned for
1 minute. The stunned creature can repeat
the saving throw at the end of each of its Multiattack. Makuramon
Multiattack. MagnaKidmon makes
makes three
two Primal
turns,
1/day ending the effect
each: Gravity on a success.
Sinkhole, Magnify Happy BulletMakuramon
Orb attacks. Showering attacks.
cannot multiattack
Gravity if Raurava has a creature trapped.

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.

Multiattack. Pomumon makes two attacks.


throw at the end of 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, the creature is immune to Multiattack. SkullMammothmon can use his
SkullMammothmon's Frightful Presence for Frightful Presence. He also makes two
the next 24 hours. melee attacks.

Frightful Presence. Each creature of


VenomMyotismon's choice that is within 60
feet of him and can see or hear him must
succeed on a DC 26 Wisdom saving throw or
become frightened of him for 1 minute. The
frightened creature can repeat the saving
throw at the end of 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, the creature is immune to
VenomMyotismon's Frightful Presence for
the next 24 hours.
Dark Blast (3/day). Each creature within 500
feet
Stunof AncientSphinxmon
Beat Blow. Melee Weapon and able to hear
attack: +5
it roar must make
Iron Trust. Melee Weapon attack: +5 to to hit, reach 5 ft, one target. Hit: 7 (1d8+3) a saving throw. Each
hit, reach 5 ft, one target. Hit: 7 (1d8+3) creature bludgeoning makes a DC 18
damage. TheConstitution
target mustsaving also
bludgeoning damage. The target must throw.
make a On
DC a13failed save,
Constitution a creature
saving takes or
throw 33
Bunny
Attack Blades.
1 Melee Weapon attack: (6d10) Attack thunder
2 damage. On a successful
also make
TailtoWhip.
+8 aMelee
hit, reach DC 15 13Weapon
Dexterity
ft, saving
attack:
one target. 15 be
+6 to
Hit: Big stunned
Jaw. MeleeuntilWeapon
the end attack:
of Aegiomon's
+8 to hit,next
throw or be knocked prone. save,
turn. a creature takes half as much damage.
hit, reach
(2d10+4)
Claw. Melee 5 ft,Weapon
slashing onedamage
target. Hit:
plus
attack: 10
11to
+12 reach 5 ft, oneup target. Hit: 9 (1d12+3)
Holy
(2d6+3)Slap. Melee Weapon
bludgeoning damage.attack: +8hit,
to In addition,
Celestial
piercing Arrow.
damage.
toRanged
two creatures
Weaponofattack: +8
(2d10)
reach 5necrotic
ft, one damage.
target. Hit:On17 a successful
(2d10+6) AncientSphinxmon's
hit, reach 5 ft, one target. Hit: 7 (1d6+4) to hit, range 100 ft, one target. choice takesHit:an6 )
hit, Antylamon
slashing
bludgeoning damage. can grapple
damage Weapon as
plus 18 (4d8) a bonus additional 11 (2d10) fire damage.
(1d4+4) force damage plus 18 (4d8) radiant
Tail
actionHammer.
and hasMelee
advantage when attack:
doing+7 Bunny Blades. Ranged Weapon attack: +7 to
radiant
to hit, damage.
reach 10 ft, one target. Hit: 26 damage.
so. It can grapple with both arms. When hit, range 30/60 ft, one target. Hit: 19
(6d6+5)
grappling piercing
a target, damage.
that arm can+1,only
Tackle. Melee Weapon attack: reach (3d10+3) slashing damage plus 11 (2d10)
use
5 ft, Bunny
one Blades
target. Hit:on3that target.
(1d4+1) necrotic damage.
Tackle. Melee Weapon attack: +2, reach Spider Thread. Ranged Weapon attack: +6
bludgeoning
5 ft, one target.damage. 4 (1d6+1)attack: +4 to
Hit: Weapon hit, range
Spider Thread. 60 Ranged
ft,Punch.
one target.
Weapon Hit:attack:
14 +5
Bone Strike. Melee Magical Monkey Ranged Weapon
Acid
to Mist.
bludgeoning
hit, reach Ranged
damage.
10 Spell attack:
ft, one Weapon
target. Hit: +6 to
5 (2d10+3)
to hit, range
attack: slashing
to 60
+4Attack.hit,ft, damage.
one target.
range 40 On a successful
Hit:attack:
ft, one 13 +6
target. Hit:
Justice
hit, rangeStrike.
20 ft,Ranged
oneSpell
target. attack:
Hit: +5
11 to Surprise
hit, the target Melee
is restrained Weaponby threads and
Acid
(1d6+2)
+6 Mist.
to hit, Ranged
bludgeoning
range attack:
damage.
60/75Ifft, (2d10+2)
4 (1d4+2) slashing
radiant damage. On a successful
(2d10)
hit, rangeacid 15damage.
ft, one damage. theone
target.
target. Hit: to hit,
target
Hit: 11does willhit, the
reacha5DC
require
target
ft, 15
is
oneStrength
target. Hit:
restrained bysaving
12 (2d8+3)
threads throw
and to
17 (3d8+3)
not move piercing
ondamage.
its next Ifturn, ittarget
takesdoes
an Hungry
bludgeoning
break Hand. Melee
damage.
free. Aa target Weapon
has advantage attack:on +2
thetoto
(2d10)
Poison acid
Ivy.4Melee the
or Ranged Weapon hit, will require
reachsaving DC
5 ft, one 14 Strength
target. Hit: saving
2 (1d4) throw
additional
not move on (1d8)
its nextacid damage.
turn, it ft,
takes an Strength
break free. throw
A target hasif advantage
the web is on
on the
fire.
attack:
Fire Fist+3 of to hit,
Shiva. reach
Melee 5-15
Weapon one necrotic
Fire Fist damage.
of Shiva. Aruraumon
Ranged Weapon recovers hit
attack:
additional
target. Hit: 43(1d8)
(1d4+1) acidpiercing
damage. damage Strength
points saving
equal throw
to half theifdamage
the webdealt is on with
fire.
attack:
Poison +11
Breath.to hit, reach
Melee 5 ft, one target. +11 to hit,
or Ranged Spell this attack (rounded up). range 60/120 ft, one target. Hit:
plus
Hit: 2 (1d4)
21 (4d6+7) poison damage.
bludgeoning damage 18 (2d10+7) bludgeoning damage plus 11
attack: +5 to hit, reach 5 ft or range 60 Ghost Chop. Melee Weapon attack: +4 to
plus
ft, 7 (2d6)
one target. fire damage. (2d10) fire5damage.
Darkness Claw.Hit: 10 (4d4)
Melee Weapon poisonattack: hit,
Doublereach ft, one
Impact. target.
Ranged Hit: 12 attack:
Weapon (2d8+3)+9
damage.
+17 to hit, reach 5 ft, one target. Hit: 26 to bludgeoning damage.ft, one target. Hit: 15
hit, range 70/100
(3d10+10) magical slashing damage. (2d12+2) magical piercing damage.

Electric Shock. Melee or Ranged


Weapon attack: +4 to hit, reach 5 ft or
range 30 ft, one target. Hit: 4 (1d4+2)
lightning damage.

Electric Shock. Melee or Ranged


Weapon attack: +2 to hit, reach 5 ft or
range Ice Cannon (Recharge 4-5). Ranged Weapon
Pepper40Breath.
ft, one Ranged
target. Hit: Weapon4 (1d8)attack: Claw
attack: Attack.
20-foot Melee
cone,Weapon attack: +4
DC 12 Dexterity to
saving
lightning
+3 to hit, damage.
range 45 ft, one target. Hit:+6
6 hit, reach 5 ft, one target. Hit: 6 (1d6+2)
Freeze Fang. Melee Weapon attack: throw. Each creature takes 14 (4d6) cold
(1d8+1)
to hit, fire damage.
reach 5 ft, one target. Hit: 11 Nose
slashing
damage Blaster
on a (Recharge
damage. failed save 5-6). Boarmon
and half damage hurls
Mega
Dragon Flame.
Crusher. Ranged
Melee Weapon
Weapon attack:
attack: Great
aa gout Antler.
of flame Melee Weapon
at a point attack:
it can +6 toon
see within
(2d6+4)
+4 piercing damage. successful save.
+12 to hit, reach 10 ft, one target.Hit:
to hit, range 50 ft, one target. Hit:8 hit,
Dramon
60 reach
feet 10
ofFire. ft, one
Ranged
it. Each target.
Weapon
creature Hit:attack:
within9 (1d10+4)
+10 to
a 10-foot
(1d12+2)
19 (3d8+6) fire damage.
slashing damage plusattack:
9 (2d8) piercing
hit, range
radius damage.
sphere120Melee
ft, oneWeapon
centered target.
on thatHit: 21 (6d6)
point must
Spiral Flower. Ranged Weapon Thorn Whip. attack: +5 to
fire
+5 damage.
to hit, range 30/60 ft, one target. Hit: fire
make
hit, damage.
a
reach DC 1012 Dexterity
ft, one saving
target. Hit: throw,
10 taking
(2d6+3)
Spiral
Data Flower. Melee
Crusher. RangedWeapon Weaponattack: attack:+9 Thorn Whip. Melee Weapon attack: +6 to
14 (2d10+3)
+9 hit,
to hit, rangeslashing
40/60 damage. 17 (5d6)
bludgeoning fire damage
damage. on a failed save, or half
to
Spiral reach
Flower. 10Ranged
ft, one ft, one target.
target.
Weapon Hit: 12Hit:
attack: hit,
Thorn reach
Kurumon
as much Whip. 10
damage
ft, one
Melee
Prayer. target.
Weapon
Calumon
on a
Hit: 14
attack:
grants
successful
(2d10+3)
+10
damage
save. to
The
13 (4d4+3)
(2d6+5)
+10 slashing
bludgeoning damage.
damage.
ft, oneIftarget.
the bludgeoning damage.
BoartoHeadbutt.
hit, range 60/120
Melee Weapon attack: hit, reach
resistance 10
fire spreadstoaround ft, one
a Digimon target.
corners, Hit: 13
it is touching.(2d6+6)
The
and it ignites
target
Hit:
+6 33 is a Digimon,
(5d10+6)
to hit, Duet
reachReverse. it
slashingmust
5 ft, oneMelee succeed
damage. Hit: 8on
target.Weapon Scale Whip.isobjects
bludgeoning
resistance
flammable Ranged
damage.
one of Weapon
the
in that attack:
following:
area that +8cold,
acid, to
aren't
Swallow
a(1d8+4)
DC 14 Constitution saving throw or Swallow
hit, range Return
65 ft, Strike.
one Ranged
target. Hit: Weapon
6 (2d6-1)
attack: bludgeoning damage. fire, lightning,
being worn necrotic,
toorhit,carried. poison, or radiant.
Big Bite.+5infected.
become to hit,Weapon
Melee reach 5 ft,
The infection one has
attack: target.
+8 to
no attack:
piercing
This
+5damage.
prayer lasts
range
Scale
for
80/320
Whip
updamage.
to
ft, one
oneloses
minute 10 target.
feet
and, of
Hit: 6 (1d6+3)
hit, reach
effect ft, slashing
for 15 minute anddamage.
one target. canHit:be9removed
(1d8+5) Hit:
Emerald
range 6 (1d6+3)
if Blaze.
Caimon slashing
Cerberumon
has a creature exhales
within a5 30-
feet
during that time, Calumon must concentrate
piercing
by damage.
any magic
Kurumon thatRanged
Prayer. cures disease.
Calumon removesThea foot
and cone of red-blue flames.
of it.cannot use Kurumon Prayer until the Each creature
Hunting
Styx Cannon.
Killer. Melee Weapon Weapon
attack: +7 Jet Kick. Melee Weapon
make a attack: +6 to hit,
infection
condition
attack: can
from only
+4 5toft,hit,a be
creature
range cured it
100/150 by
is Heal orto
touching.
ft, one
in the
current
reach
cone
5 one
ft,
must
oneends.
target. Hit:
DC 15 Dexterity
11 (2d6+4)
hit, reach
another one
disease-curing target. Hit:
spell of 11
6th level saving throw, taking 21 (6d6) fire damage on
target.
(2d6+4) Hit: 6 (1d8+2)
piercing damage radiant
plusdamage. bludgeoning
a failed save,damage.
or
Thehigher.
Key. The creature
Melee Weapon takes 53(2d4)
attack:
(1d6)
+15 to Misconnecting.
Heaven's Arrow.
or Melee
half as Weapon
much damage
Ranged Weapon attack:on
attack:+9ato
necrotic
code damage.
damage every minute for one successful
Desolation
hit, reach 5save.
Claw
ft, one (Recharge
target. 3-4).
Hit: 15 Ranged
(3d6+5)
hit, reach 5 ft, one target. Hit: 22 +13 to hit, range 120/600 ft, one target. Hit:
hour.
(4d6+8)Magic.
slashing damage plus 27 (6d8) Spell attack:piercing
bludgeoning
15 (2d8+6) 50-foot
damage. cylinderplus
damage 15-feet
27 wide
(6d8)
Scissor Melee Weapon attack: Hard
centered ShellonCrab.self, Ranged
DC 12 Weaponsaving
Wisdom attack: +4
radiant
+3 to damage.
hit, reach 5 ft, one target. Hit: 7 to radiant
to hit, damage.
range 35 ft, one target. Hit: 5 (1d6+2)
Cyber Nail. Melee Weapon attack: +9 throw. Targets take 13 (3d8) force damage
(1d10+1) piercing damage.
hit, reach 5 ft, one target. Hit: 12 bludgeoning
on a failed save damage.
and half damage on a
(2d6+5) slashing damage. successful one.
Ultimate Flare (Recharge 4). Ranged Spell
attack: 90-foot cone, DC 24 Dexterity saving
throw. Creatures within range that fail the
Arm Bomber. Melee Weapon attack: +5 Hyper saving Heat. throwRanged take 18Weapon(4d8) code attack:
damage. +2 to
to hit,
Destroy reach
Claw. 15 ft,
Melee one target.
Weapon Hit: 12 hit, range 30/45 ft, one target. Hit: 5 (1d10)
Fist
(2d8+3)of the Beast
bludgeoning Melee orattack:
King.damage. Ranged Creatures
fire damage.
within range the succeed on the
+17
Weapon to hit, reach
attack: 15
+4 ft,
to one
hit, target.
reach
Dark Nail. Melee Weapon attack: +10 to Fist of the Beast5 Hit:
ft or saving throw take 9 (2d8) necrotic damage
28 (3d12+9) necrotic damage. plus 4 (1d8) code King.
damage Melee or Ranged
instead.
range
hit,
Lion reach40/60
Sword. 10 ft,
ft,
Meleeone
one target.
target.
Weapon Hit:
Hit: 11
33
attack: +6
Flame
Lion
Fire
(2d6+4)
Snatch.
Sword.
Blast. Melee
Melee
Ranged
radiant
Weapon
Weapon
Spell
damage. attack: attack:
attack:
40-foot +7 Fist of the Beast King. Melee or 5Ranged
Weapon attack: +5 to hit, reach ft or range
(4d12+7)
to hit,
+10
to hit,
to reach
hit,
reachpiercing
10 ft,
reach
10 ft,
10 damage.
one
oneft, target.
one
target. If the
Hit:
target.
Hit: target
8Hit: Weapon
11 60 ft, oneattack: target.+7 Hit:to 10
hit,(2d6+3)
reach 5radiant
ft or range
line
is fromslashing
a(4d12+7)
Medium
(1d8+4) self,orDC 12 Dexterity
smaller
damage. creature, saving
it is is damage.
33
(2d6+4)
throw. Targets fire
slashing damage.
damage
take If
plusthe 7 target
(2d6) 60 ft, one target. Hit: 11 (2d6+4) radiant
agrappled
Medium (escape DC14 (4d6)
17). Until fire
this Snipping Fang. Melee Weapon attack: +7 to
force
damage
grapple onora smaller
damage.
ends, failed
the target
creature,
save and
is
it is
half
restrained,
damage.
hit, reach
Demonic
Iron 5 ft, one
Gate
Tail. Melee target.attack:
(Recharge
Weapon Hit: 8Devidramon
4-5). (1d8+4)
+10 to hit,
grappled
damage on(escape
a DC 17).one.
successful Until this Demi
necrotic Dart. Ranged
damage. Weapon attack: +2 to
and DarkTyrannomon can't
grapple ends, the target is restrained, Iron use Dark emits
reach
Demonic an
10 intense
ft,
Gate
Tail. Melee one shockwave
target.
(Recharge
Weapon Hit: 20
3-4).in
attack: a 20-foot
(3d8+7)
Devidramon
+10 to hit,
Nail on another target.can't use Flame emits hit,
cone range
bludgeoningdirectly45 ft, one
below
damage. target.
itself Hit:
while 3 (1d6)
flying.
and DarkTyrannomon
DemiDevi Claw. Melee Weapon attack: Creatures reach an
10
piercing damage. intense
ft, one shockwave
target. Hit:
DemiDevimon 25in a 25-foot
(4d8+7)
gains hit14
Snatch onreach
another cone directlywithinbelow rangeitselfmust
while makeflying.a DC
+3 to hit,
Crimson Claw. Melee 5 ft,target.
one target.attack:
Weapon Hit: 5 bludgeoning
points
Wisdom equal
saving
damage.
to half
throw. the damage
Targets takedealt 3d6 by this
Creatures within range must make a DC 14
(1d8+1)
+6 to hit,slashing
Crimson reachMelee
Claw. 10damage.
ft, one
Weapontarget. Hit: 6 Touch
attack:
attack.
thunder
Wisdom
ofdamage
Evil.
saving
Meleeon aWeapon
throw. failed
Targets
attack:
savetake and 3d6
+5
halfto
hit, reach 10 ft, one target. Hit: 10 (2d6+3)
(1d6+3)
+8 to hit,
Process
Laser
slashing
reach
"0".
Wing. Melee
Ranged10damage.
ft,Weapon
one target.
Weapon attack:Hit:+17
attack: +710 Touch
damage
thunder
slashing
ofon Evil.
damage
damage.
Melee
a successful
on aWeapon
one.save
afailed
Ontarget.hit, target
attack:
and
must
+6
halfto
make
hit, reach 10 ft, one Hit: 13 (3d6+3)
(2d6+3)
to hit,Wing.
Laser
slashing
reach
range 70 ft,damage.
10
Ranged one target.attack:
Weapon Hit: 28 14+7 Touch DC 13ofWisdom
damage
aslashing onEvil.
damage.
Melee
a successful
saving Weapon
Ontarget.
one. attack:
throw
a hit, targetor be must
+5 to
make
Laser
(3d12+9)
(2d8+5) Wing. Ranged
psychic
necrotic or Weapon
force damage attack: +7 hit, reach 10 ft, one Hit: 13 (2d8+4)
to hit,
to hit, range
range 80 ft,
70 ft,damage.
one target.
one target. Hit: Hit: 14 14 charmed
aTorrent
DC 14 Wisdom
slashing
for one saving
damage.
turn. throw or be
On a hit,
Shot. Ranged Weapon attack: +3 target must maketo
(Dexmon's
(2d8+5) choice).
necrotic As an Action while Poison
damage. charmed Thread.
for oneRanged
turn. Weapon attack: +5
(3d6+4) fire or necrotic
grappling, Dexmon deals 21 (6d6) damage (declare a DC
hit, 14
range
Process Wisdom
60/90
"F". Melee saving
ft, one
Weapon throw
target. or
Hit:
attack: be 11
+17 to
before attack roll). to hit, range
Poison
charmed Thread.
for 45 Ranged
ft,damage.
one target.
Weapon Hit:attack:
9 also +5
psychicCrusher.
Cable or force damage
Melee (Dexmon's
Weapon attack: (3d6+1) hit,
Web reach
(1d12+3) Wrecker.10 one
piercing
poison
turn.
ft,Ranged
one target.
damage.
Target
WeaponHit: 17
Target
must
(3d8+4)
attack:
creature +10 is
choose) without making an attack roll. to
make
codehit, arange
DC
damage. 1450 ft, one
Strength target.
saving Hit:
throw 10 or be
+16 to hit, Melee
Akinakes. reach 20 ft, oneattack:
Weapon target.+6 Hit:to Poison
to
Lizard
(2d6+3)
Thread.
hit, range
restrained Dance. by
poison theRanged
100/200
Melee ft,Weapon
webbing.
damage. Weaponone As
Targettarget.
an attack:
attack: Hit:
action,
creature +6 +5
10
the
to
is
Striking Fish.bludgeoning
Melee Weapon attack: +6 restrained.
to hit, range Target
40 ft, can
one make this saving
15
hit,(1d12+9)
reach
to hit, reach 10 5ft,ft,one
onetarget.
damage.
target.Hit: Hit:1316 (2d6+3)
restrained
hit, reach
restrained
throw
force
again byft, damage.
5creature
one
atthe
the cantarget.
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webbing.
start make
Hit:
ofTarget
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Hit:
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action,
turn untilthe
Poison Sting.
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Strength
slashing poison
check,
damage. damage.
bursting the webbing creature on a
(3d8+3)
to hit, reach 5Melee damage
ft, oneWeapon plus
target. Hit: 4 (1d8)
4 +5 must restrained
freed. make creature
Divermon can
a webbing can
only
DC 11 Strength make a
restrain DC
saving 12
twothrow or
Poison
cold Sting.
damage. attack: success.
Strength
creatures The
check,
withby bursting
Torrent can also
the
Shot be
webbing
at a time.attacked
on a
(1d6+1)
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5Melee oneWeapontarget.andHit: 2 (1d4)
7 +5 be andrestrained
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10;can HP 6; Freeing itself
vulnerability to
Poison
poison Sting.
damage. attack: success.
fromdamage; The
the webbing webbing requires also be
an action. attacked
(1d8+3)
Kaiser piercing
Phoenix.
to hit, reach damage
5 ft,Melee
one target. andHit:
Weapon 5 (2d4)
attack:
5 fire
and destroyed immune
(AC 10;to HPbludgeoning,
7; vulnerability to
poison
+13 damage. Demi
poison, Dart.
andRanged
psychic Weapon
damage). attack: +1 to
DinotoTooth.
(1d4+3) hit, reach
piercing
Melee 10Weapon
damageft, oneand target.
10 (3d6)
attack: Hit:
+4 fire Metal
hit,
damage;
rangeShoot.45
immune
Ranged
ft, one
to bludgeoning,
Weapon
target. Hit: attack:
2 (1d6-1) +4 to
27 (4d8+9)
poison damage.
to hit, reach bludgeoning
5 ft, one Weapon damage,
target. Hit: and
4 +3 poison, hit, range and psychic
30/120 ft, damage).
one target. Hit: 4points
Undead
the target Fang. Melee
is grappled attack: piercing
(escape DC 21). (1d4+2) bludgeoning damage. damage. Dracmon gains hit
(1d4+2)
to piercing
hit, reach 5 ft, damage.
oneKaisertarget.Phoenix
Hit: 4 equal toBreak. half the damage dealt by this
Eaglemon
Erode can
Terminal. makeMelee Weapon attack: Mystic Ranged Spell attack: +9 to hit,
(1d6+1)
Crusher
attacks piercing
Bone.
against thedamage.
Melee Weapon
grappled attack:
creature attack.
Neuro
range Focus.Destroyer
60 ft, one (Recharge
target. 4). Ranged
Hit: 17attack:
(5d6) radiant
+3 to
Erode hit, reach
Terminal. 5 ft,
Melee one target.
Weapon Hit: 9
attack: Laser Ranged Weapon +5 to
+10
with
(2d8) to hit, reach
advantage.
code damage. 5 ft,Code
one target.
damage Hit:
only 18 Weapon
damage.
hit, range attack:
100 ft,+7one totarget.
hit, rangeHit: 65
5 ft, one
(1d6+2)
+8 to hit,piercing
(3d8+5) reach 10 ft, one plus
damage target. 16 Hit:
(3d10) 11 Laser Focus. 11Ranged Weapon
piercingattack: +6 plus
to
Twin
affects
(2d6+4) Scissors.
Digimon.
code Melee
damage. Weapon
Code attack:
damage +6 target.
radiant
hit, range
Hit:
damage.
100
(2d8+2)
ft, one target. Hit:
damage
9 (2d6+2)
necrotic
to damage.
hit,affects
reach 5 ft, Necrotic
one target. damage
Hit: 11 +5 10 (3d6) radiant damage. On a critical hit,
Twin
only
dealt Scissors.
from this Melee
Digimon.
attack Weapon
cannot beattack:
healed radiant
the damage.
target's hitRanged
points Weapon
drop to 0attack:(no damage
(2d6+4)
to hit, piercing
reach damage,
5 ft, one target. Hit: 10or 18 (4d6+4) Water Wave. +2 to
for one
piercing hour.
damage if Ebidramon had roll
hit, required).
range 30/60 ft, one target. Hit: 4 (1d8)
(2d6+3) piercing damage, or 17 (4d6+3) Water Wave. Ranged Weapon attack: +4 to
advantage
piercing on theifattack
damage Ebidramon roll. had force damage.
Dark Network. Ranged Weapon attack: hit, Monkeyrange 30/60
Kick. ft, one
Melee target.attack:
Weapon Hit: 6 (1d8+2)+7 to
advantage
+7 to hit, on
range the80 attack
ft, one roll.
target. Hit: 13 force
hit, damage.
reach 5 ft, one target. Hit: 16 (2d10+5)
Insec Mind. Ranged Spell attack: +4 to Defibrilla-Shock. Melee Weapon attack: +6
(2d10+2)
hit, range necrotic
40 ft, one damage.
target. (1d6) bludgeoning
Hit: 3attack: to hit, reach 5damage. ft, one target. Hit: 6 (1d4+4)
Scratch
Fira Claw. Smash.
MeleeMelee Weapon Weaponattack: +6 to lightning damage.
psychic
+3 to damage.
hit, reach 5 ft, one target. Hit: 8
hit, reachClaw.
Maroon 5 ft, oneMelee target.
Weapon Hit: 7attack:
(3d4+4) Touch of Inferno. Melee Weapon attack: +8
(2d6+1) slashing damage. fire Hit: 13 Crimson Lion10 Dance.
slashing
+8 to hit,damage
reach 10plus 2 (1d4)
ft, one target. to hit, reach ft, oneMelee target. Weapon
Hit: 13 attack:
damage.
(2d10+2) slashing damage plusattack:
14 (4d6) (2d10+2)+10 to hit, reach
slashing 5 ft, one target. 14Hit: 12 fire
Knuckle
Fist of theFire. Ranged
Crimson Weapon
Beast King. Melee Flame
(2d6+5) Fist. Melee damage
bludgeoning Weapon
damage
plus
attack:
plus
(4d6)
5+6(1d10)
to hit,
necrotic
+3 to hit, damage.
range 45/60 ft, one target. Hit: damage.
reach
or Ranged Weapon attack: +8 to hit, fire damage. On a critical hit, Flaremonfire
5 ft, one target. Hit: 13 (3d6+3) can
9 (2d8)5 fire
reach ft or damage.
range 80 ft, one target. Hit: damage.the target without a check (target
grapple
Deadly
Subzero Sting.
Icefire Melee
Punch. Weapon
Melee Weapon attack: +2 Deadly Sting. Ranged Weapon attack: +4 to
16
to (3d8+3)
hit, reach 5 damage.
ft, one target. Hit: 5 must
hit, be Huge
range 35/50 orft,smaller).
one target. Hit: 7
attack:
Evil +4 to hit,Melee
Hurricane. reach 5 ft, one target. Snow Ball. Ranged Weapon attack: +0 to hit,
(1d10)
Hit: 9 (2d6+2) damage.or Ranged
poison bludgeoning damage (1d10+2) poison damage.
Weapon attack: +2 to hit, reach 5 ft plus
or range Heavy60 ft,
Swing. one target.
Melee Hit: 9 (2d6+2)
Weapon attack: +5 coldto
10 (3d6)
range cold
40/60 damage.
ft, one target. Hit: 5 (1d8) Cat's
damage.
hit, Eye
reach Hypnotist.
5 ft, one Ranged
target. Hit:Spell
9 attack:
(1d10+3)
Head Strike. Melee Weapon attack: +4 Kilo range Flame. ft, Ranged
50damage. DC 12 Wisdom Weaponsaving attack: +3 to
throw,
necrotic
to hit, reach damage.
5 ft,Melee
one target. Hit:attack:
5 piercing
hit, range
Lightning Paw. Weapon one target.150/600
Hit: 2 (1d4)ft, one target.
psychic Hit: 5 On
damage.
(1d6+2)
+4 to hit,bludgeoning
reach 5 ft, one damage.
target. attack:
Hit: 5 Tail
(1d8+1)
aCat Chaser.
hit,Laser. fire is
target Ranged
damage.
stunned Spell attack:
until the end +5 to hit,
Lightning Paw. Melee Weapon range 50 Ranged
ft, one Weapon
target. Hit: attack:
1d12 +5oftotheir
force hit,
(1d8+1)
+6 to hit, slashing
reach 5damage.
ft,Weapon
one target. Hit:+7 7 to next rangeturn.
40/60
Gator Bite. Melee attack: damage. Tailft, one target.
Chaser ignoresHit: all 8forms
(2d4+3) of
(1d6+4)
hit, reach slashing
5Melee
ft,Melee
one damage.
target. Hit: 17 +3+6 radiant damage.
Wheel
Gazi Rush.
Claw. Weapon
Weapon attack:
attack: to cover so long as Gatormon can knows the
(2d12+4)
to
hit,hit,
reachreachpiercing
5 one
5 ft, onedamage.
ft,Melee target.
target. Hit:Hit: 9
4 attack:
(1d6+1) target is there.
Tongue Attack. Weapon Symphony Crusher. Ranged Spell attack: +2
(2d4+4)
slashing
+4 to hit, slashing
damage.
reach damage.
10 ft, Weapon This
one target. attack
Hit: 6+3 Sword to Dancer.
hit, range Melee
30Melee Weapon
ft, oneWeapontarget. Hit: attack: +6 to
6 (1d12)
Hyper
deals Stink.
an Ranged
additional 5 (2d4) attack:
slashing Yucky
hit, reachTongue.
5 ft, one target. Hit: 15attack:
(2d10+4) +1 to
(1d8+2)
to bludgeoning
hit, range 20 ft, one damage.
target. thunder damage.
damage if Gladimon moved atHit:
least7 20 hit, reachdamage.
slashing 5 ft, oneGladimon
target. Hit: 5 (1d10-1)
deals an
(1d8)+3
feet closerpoison
to thedamage.
target on the same acid damage.
additonal 5 (1d10) slashing damage if Pack
Goblin Strike. Melee Weapon attack: +1 Goblin Strike. Ranged Spell attack: +3 to hit,
turn. Tactics was
to hit, reach 5 ft, one target. Hit: 4 (1d8- range 40 ft, one target. Hit: 6 (1d10) fire in effect when damage is dealt.
1) damage.
One-Two Punch. Melee Weapon attack: Super-Electrified Lightning Cannon. Ranged
+9 to hit, reach 5 ft, one target. Hit: 12 Weapon Sulfur Plume. attack: Ranged+6 to hit, Weaponrangeattack:80/32015- ft,
(2d6+5) bludgeoning damage, plus 7 one
foot target.
radius sphere Hit: 5 (1d6+2)
from piercing
self, DCattack:16 damage,
(2d6) bludgeoning damage if Sulfur
plus 10Plume.
(3d6)saving Ranged
lightning Weapon
damage iffailed
Gokuwmon 15-
Constitution
foot radius sphere throw.
from self,On DC a 16 save,
Gokuwmon
Rock Punch.has Melee more than half
Weapon of its+8 has
attack: target more takes than 10 half
(3d6) ofpoison
its total hit points
total hit points remaining. Constitution
remaining.save, saving throw. Ondamage. a failed On save,a
to hit, reach 10 ft, one target. Hit: 12
Rock Punch. Melee Weapon attack: +9 target takes 14 (4d6) poison successful target takes damage.
one-fourth On a
(2d6+5)
to bludgeoning
hit,Attack.
reach 10 ft, one damage. Hit: 19 +6 damage.
target.attack: successful save,Melee targetWeapontakes one-fourth
Maul Melee Weapon Heavy Attack. attack: +6 to
(3d8+6)
to hit,Attack.bludgeoning
reach 5Melee ft, oneWeapondamage.
target. Hit: 8 +6 Heavy damage.
hit, reach 5 ft, one target. Hit: 10 (1d12+4)
Maul attack: Attack. Melee Weapon attack: +6 to
(1d8+4)
to hit, slashing
reach 5 ft, damage.
one target. Hit: 8 bludgeoning
hit, reach 5 damage.
ft, one target. Hit: 10 (1d12+4)
Grenade Destroyer. Ranged Weapon Punch. Melee Weapon attack: +5 to hit,
(1d8+4)
attack: +2slashing
to hit, damage.
rangeWeapon45/90 ft,attack:one +4 bludgeoning
reachBreaker.
5 ft, one damage.
target.Weapon Hit: 16 (3d8+3)
Pyro Sphere. Ranged Rock Melee attack: +3 to
target.
to hit, Hit:
range 7 (2d6)
40 ft, fire
one damage.
target. Hit: 7 bludgeoning
hit, reach 5 damage.
ft, one target. Hit: 4 (1d6+1)
Pyro Sphere. Ranged Weapon attack: +2 Scatterblaster. Rock Breaker. Melee Ranged Weapon
Weapon attack:
attack: +4+13to
(1d10+2)
Biotoxin.
to hit, rangefire
Ranged damage.
45 ft, Spell
one attack:
target. 40-foot
Hit: 5 Fang
slashing
to
hit, hit, of
reach the
damage.
range 5 Emperor.
45/90
ft, one ft, Melee
one
target. Weapon
target.
Hit: 6 Hit:
(1d6+2) attack:
18
Hawk Claw.
Taikyoku. MeleeWeapon Weaponattack: attack:+9 +4to +19 to hit, reach 10 ft, one target. Hit: 36
line,
(1d10) fireRanged
5 reach
feet
Karatakewari.
to hit, wide,
damage. DC 16
Melee
5 ft, one Constitution
Weapon
target. Hit: 4 9 (2d10+7)
attack: slashing damage. radiant damage. If the same
hit,
savingrangethrow.80/200 ft,
Creatures one target.
within Hit:
range (4d12+10)
creature is piercing
hit with damage plus 7 (2d6)
two Scatterblaster
+5 to hit,
(1d4+2)
(2d8) radiantreach
slashing 5damage.
damage ft, one plus target.
9 (2d8)Hit: 5 code damage. Code damage only also affects
take 36 (8d8)
(1d4+3) slashing poisondamage. damage If the ontarget
a failedis attacks on the same turn, it must make
necrotic
save, or damage.
half as much damage on a Digimon.
a DC 16 Wisdom saving throw or be blinded
aFrozen
creature,
Claw. it has disadvantage
Melee Weapon attack: on
successful
attacks rollssave.
until10 theft,start for 1 minute.
+10
Frozento hit,
Fury. reach
Melee oneof
Weapon
its next
target.
attack: Hit:
+11 Cold
Fist ofBreath.
the Beast Ranged King.SpellMelee attack:
or Ranged +5 to hit,
turn.
12 hit,
(2d6+5) slashing damage plus 7 (2d6) Weapon
range 75 attack: ft, one +4 target. Hit: 10 (3d6) cold
to
Infernal reach 5 ft, one
Funnel. Ranged Weapon target. Hit: 14 to hit, reach 5 ft or range
cold
(2d6+7)damage.
slashing damage plus 7 (2d6) damage.
40/60 ft, one target. Hit: 7 (2d6) radiant
attack: +4 to hit, range 80 ft, one target. Machine Gun Kick. Melee Weapon attack:
cold
Hit: 4damage.
(1d4+2) fire damage plus 2 (1d4) damage. +2 to Boom.
hit, reach 5 ft, one target. Hit: 3 +4 (1d6)
Machine Gun Kick. Melee Weapon Bada Ranged Weapon attack: to
cold
attack:damage.
+2 to hit, reach 5 ft, one target. bludgeoning
hit, range 40 damage.
ft, one target. Hit: 5 (1d6+3)
Harmony Swords. Melee Weapon Feather Flare. Ranged Weapon attack: +6to
Hit: 3 (1d6)
attack: bludgeoning damage. fire range
damage plusft, 3 (1d6)target.necrotic damage.
Crazy Turn. Melee Weapon attack: +7 to hit,
+4 to hit, reach 5 ft, one target. Bug Blaster. 20/60Rangedone Spell attack: Hit:+7 6 to
(1d8+2)
hit,
Hit: reach
hit, 14 (4d6) 10 slashing
ft, one damage.
target. Hit: 8 piercing
range 100 damage
ft, one + 4 (1d8)
target. force
Hit: 18 damage.
(4d8)
Heat Viper. Ranged Weapon attack: +7 Kibakusou. Scissor Claw. Melee
Melee Weapon
Weapon attack:
attack: +6+7 toto hit,
(1d8+4)
to hit, bludgeoning
range 60/90 ft, damage.
one target. Hit: 16 radiant
reach
hit, reach5 damage.
ft, 15one ft, target.
one Hit:
target. 15
Hit:(2d10+4)
16 (3d8+3)
Heat Viper. Ranged Weapon attack: +4 Grand ScissorSmash. Claw. Melee Ranged Weapon
Weapon attack:
attack: +8+3 to to
(2d12+3)
to hit,Viper.
rangefire60/100
damage. ft, one target. Hit: piercing
hit, reach damage.
10 ft, one The target
target. must
Hit: 19 also(3d8+5) make
Heat
Dokidokidokyūn. Ranged Weapon
Melee Weapon attack: +5 Scissorrange
apiercing Claw.
DC 14 Strength 40/80 Melee ft, one target.
Weapon Hit:
attack:
saving throw. On a failed 5 (1d6+2)
+9 to
13
to (2d10+2)
hit, range fire
80/120damage. ft, one target. Hit: force
hit, reach damage.
damage. 10 ft, After
one taking
target. damage,
Hit: 23 target
(4d8+5)
attack:
Pummel +6Peck.
to hit, reach 5Weapon ft, one target.
attack: save, the target is either knocked prone or
14 (3d8+1)
Hit:to
15hit, fire Ranged
(2d10+4) damage.
bludgeoning damage must
piercing
pushed make 5damage.
feeta DC away 13 Wisdom
if the saving
target throworor
is Huge
+5
Berserker range
Blade. 60/180
Melee ft, one
Weapon target.
attack: Nose
be Mattock.
frightened for Melee
1 Weapon
minute. Any attack:
creature +5 to
plus
Hit: 54(1d4+3)
(1d8) lightning
piercing damage.
damage + 2 (1d4) smaller.
hit, reach 5 ft, one target. Hit: 7 (1d8+3)
+7 to hit, reach 10 ft, one target. Hit: 11 that succeeds on this saving throw is
force
(2d6+4) damage.
slashing damage 7 (2d6)+5 piercing
plusattack: immune damage. from being frightened this way for
Poison
Makibishi. Nails. Melee
Melee or Weapon
Ranged Weapon
radiant
Scissor
to hit, damage.
Hands.
reach 5 Melee
ft, one Weapon
target. Hit:attack:
5 24 hours.
attack: +5 to hit, reach 5 ft or range Shadow Slash. Melee Weapon attack: +5 to
+4 to hit,
(1d4+3)
20/60 ft, reach
poison
one 5 ft, one
damage.
target. Hit: target.
5 (1d4+3) Hit: 6
Sliding Beak.
(1d8+2) piercing Melee Weapon
damage, andattack:
the +3 hit, reach 5 ft, one target. Hit: 6 (1d6+3)
target
Scissor
piercing
to hit, Hands.
damage.
reach 5 Melee
ft, one Weapon
target. Hit:attack:
6 piercing damage.
is
+5 grappled
to hit, reach (escape 5 ft, DC
one12). Kuwagamon
target. Hit: 6 Shadow Slash. Ranged Weapon attack: +3 to
(1d10+1)
has two piercing
claws and damage.
can grappled one hit, rangeSlash. 40 ft,Ranged one target. Hit: 8attack:
(2d6+1)
(1d8+2) piercing damage. On a Shadow Weapon +5 to
creature inattack
successful each claw. roll, Kuwagamon can slashing
hit, range damage.
45 ft, one target. Hit: 9 (2d6+2)
Headbutt. Melee Weapon attack: +4 to Fox Tail Inferno. Ranged Spell attack: +6 to
grapple
hit, reach this target
5 ft, one as a bonus
target. Hit: action.
4 (1d6+1) slashing
Lion Heart.
hit, range damage.
120MadLeomon
ft, one target. pierces
Hit: the ground
22 (5d8)
Retriever-bark.
Black Wing. Melee Ranged Weapon Weapon attack: attack:
+8 Darkness Wave. Ranged Weapon attack:
bludgeoning
+4 hit,
to hit, range damage.
20 one
ft, one target. with
fire its
damage. chainsaw, creating fissures and an+7
to reach 10 ft, target. Hit:Hit:
14 4 to Catastrophe
hit, range All
earthquake.
Day.
80 ft, Machinedramon's
one target.
creatures within Hit:7510feet power
ofray
(1d6+1) thunder damage.plus 10 (3d6) (2d6+3)
(3d6+4)
Hyper Heat. slashing
Ranged damage Weapon attack: +2 Mental cell
Strength
MadLeomon
Illusion.
detonatespiercing
Arm.must into MaloMyotismon
Melee a 60-foot
damage
make Weapon
aplus
DC
cube.
10 emits
Every
(3d6)
attack:
17 Strength +5a to
Dragon
poison
Tiny
Fire. 30/40
damage.
to hit,Twister.
range Meleeft,
Ranged
Weapon
one target.
Weapon
attack:Hit: 5 of
attack: hit,light
creature
poison
saving
Lop reach
Punch.
toward
in15the
damage.
throw.
aarea
creature
ft,Creatures
Melee one takes within
target.
Weapon
45
take Hit:force
21
attack:12 120
(6d6)
feet of
damage.
(2d8+3)
+2 to hit,
automatic
(1d12) hit,
firerange reach
damage. 20 ft, one target. him.
Each That
creature
bludgeoning target that
damage. must
takes makeany aofDC this25 Wisdom
damage
+5 to hit, 120 ft, one target. Hit: reach 5 ft, one damage
target. and
Hit: are
2 knocked
(1d4) prone
Hit:
Fist
The
10
30 the
of
Lion
(3d4+3)
piercing
Fallen
Sleeps
force
damage,
Beast King.
Tonight.
damage.
and Melee
Melee
the targetor saving
must succeed
on a
throw. Unless
failed
bludgeoning save,
on a DCthe
damage. and
20target
Wisdom
creatures
is saving
take only half
is pulledWeapon:
Ranged
Weapon
15 feet closer
attack: +9+6totohit,to reach1010ft,ft incapacitated,
hit,reach throw
Poison
damage
Raurava.
or be stunned
Claw.
on a
Ranged
it can Weapon
Melee
successfulSpell
avert
until theits eyes
save.
attack:
end of
attack:
The
range
to +5
avoid
ground
100 toft,
Machinedramon
or range 70 Hit:
ft, one is target.
it is Huge Hit:or10 smaller. hit, the
Happy gaze
Machinedramon's
reach and
Bullet10 ft, to automatically
one
Showering. next turn.
target. Hit: succeed
11target
MagnaKidmon (2d8+2) on
one
Fist target.
of the Fallen16 (2d10+5)
Beast King.slashing
Melee or DC within
the 14
save. 25-feet
WisdomIf the of MadLeomon
saving
target throw.
does is
it now
so,The can't seeis
(2d6+3)
damage, radiant
plus 11 damage.
(2d10) necrotic poison
fires a
difficult
trapped damage.
series
terrain
within of bullets
to
an all
orb in a
creatures 5-foot
Makuramon exceptline and
carries 80
Ranged Weapon: +13 to hit, reach 10 ft MaloMyotismon Poison Claw. Melee untilWeapon
the startattack:
of hismust +13
nextto
damage.
or range 60 ft, one target.WeaponHit: 21 feet
hit, long.
MadLeomon.
and takes
reach All
4Melee
10 creatures
(1d8)
ft, one psychic within
target. damage range
Hit:in21the at the
(2d12+8)
Pandemonium
Gate of Destiny. (Recharge
Ranged 5-6). turn.
Beguiling
make Ifa the
Excalibur. DC target
Gaze.
22 looks
Weapon
Dexterity at him
attack:
ManananggalMyotismon
saving throw,+10 to hit,
taking
(3d8+8)
MaloMyotismon
attack: +8radiant
to hit, damage.
fires
range from
80/160 his shoulder
ft, one start
poison
reach of
meantime, 10 Makuramon's
damage.
ft, it
onemust turn
immediately
target. Hit: while
17 trapped.
make
(2d10+6) the
Bind Red Trigger. Melee Weapon turns
24 his magical
(3d12+5) piercing
Makuramon must failsgaze
pass toward
damage one creature
on a failed
a concentration
cannons
target.
attack: Orb.
+14in a14
Hit: to 90-foot
(3d6+4)
hit, reach cone.10 Each
radiant damage. save.
ft,attack:
one radiant
he
save,can If see
or the
damage. target
halfwithin
asMeleemuch 120 the
feet
damage save,
of him.
on itaisThethe
Primal
creature in Ranged
that area Weapon
much make a DC+12 Dark
check
charmed Despair.
after untiltakingthe damage
start Weapon
of or attack:
release
MaloMyotismon's +17 to
target.
to hit, Hit:
range 17 (3d6+7)
60/120 ft, piercing
one target.damage.
Hit: target
successful
hit, reach
trapped must 10 make
save.
creature.ft, one a DC 18
target.
Makuramon Wisdom
Hit: 17
can saving
(2d6+10)
only
23 Dexterity saving throw, taking 91 next
throw turn. The charmed target is hypnotised,
Holy
30 Desire.
(4d10+8)
(26d6) fire Ranged
force
damage Spell
damage.
on attack:
a failed save +15andto bludgeoning
store
trapping 2orcreatures
be
them
stunned
damage
in awithin
dream
until
plus the
orbs
world
start
14 (4d6)
at of
necrotic
aoftime.
Crimson
hit, range Fang.
200 Melee
ft, one Weapon
target. Hit:attack:
24 ManananggalMyotismon's
damage. Hit points lost from next turntheir
necrotic or until
half
+8 todamage
hit, reach on 5a ft,successful
one target.save.Hit: 10 desires.
ManananggalMyotismon
(7d6)
Scar damage
Nail. Melee of Weapon
one of the following
attack: +4 to damage from Dark Despair cannot be withinis no longer
(3d6)
types necrotic
(Mastemon's damage. choice): force, line of sight.
hit, reach
Thunder 5 ft, oneRangedtarget. Hit: 9 (2d6+2) healed, but can be recovered from a long
lightning,Javelin.
bludgeoning radiant,
damage or thunder.
plus
Weapon
3 (1d6) acid rest.
attack: +4 to hit, range 80/120 ft, one Doramon Attack. Melee Weapon attack: +7
damage.
target. Reactions.
Blazing Flames. Ranged Weapon attack: to
Hit: 12 (2d10+1) lightning Firehit, reach
Fist. Melee 5 ft,Weapon
one target. Hit:+4
attack: 13to (2d8+4)
hit,
damage.
+4 piercing damage.
Blazing Flames. Ranged Weapon attack: Fire Fist. Melee Weapon attack: +4 tofire
to hit, range 40 ft, one target. Hit: 9 reach 5 ft, one target. Hit: 6 (1d8+2) hit,
(2d6+2)
+5 to hit,fire damage.
range 45 ft, one target. Hit: 10 damage. reach 5 ft, one target. Hit: 6 (1d8+2) fire
(2d6+3) fire damage. damage.
Big Bang Blow. Melee Weapon attack: Galactic Flare. Ranged Weapon attack: +4 to
+8 to hit, reach
Boomerang Bone. 5 ft,Ranged
one target. Weapon Hit: 11 hit,Bone range
Strike.50 Melee
ft, one Weapon
target. Hit: 9 (2d6+2)
atttack: +6 to
Boomerang
(2d6+4)+5 Bone.
bludgeoning Ranged
damage. Weapon radiant damage.
attack: to hit, range 70 ft, one target. hit,
attack: +5 to hit, range 30/120 ft, one Bone Strike. Melee Weapon atttack:reach 5 ft, one target. Hit: 7 (1d8+3) +5 to
Hit:
Mind 8 (1d12+2)
target. FogHit: (Recharge
6 bludgeoning
(1d6+3) on short
bludgeoning damage.
rest). bludgeoning
hit, reach 5 damage.
ft, one target. Hit: 12 (2d8+3)
Boomerang Bone. Ranged Weapon Bone Strike. Melee Weapon atttack: +6 to
MoriShellmon
damage.
attack: +3Strike.
to hit, castsrange Fog80Cloudft, one andtarget. bludgeoning
hit, reach 5 ft, damage.
oneMeleetarget.Weapon
Hit: 6 (1d8+2)
Volcanic
Silent Image (both Ranged Weapon
1st leveldamage.spells) atattack: Tomahawk Slash. attack: +7
Hit:
+2 to8 (2d6+1)
hit, range bludgeoning
45 ft, one target. Hit: 9 bludgeoning
to hit, reach damage.
5 ft, one target. Hit: 11 (2d6+4)
the same time at the same location Nature Hit Ray. Ranged Weapon attack: +2
(2d8) fire
withinBlade. damage.
60 feetMelee of itself for up attack:
to 10 +3 Shogun piercing damage.
to hit, range 35 ft, one target. Hit:attack:
7 (2d4+2)
Ninja Weapon Sword. Ranged Weapon +3
minutes.
to hit, Slash.
reach Melee5 ft, one Hit: 5 +3 radiant
target. attack: to damage
hit, range 80 ft,plusone 2 (1d4)
target. force 5damage.
Hit:attack:
(1d8+1)
Drain
Ninja Blade. Melee Weapon
Weapon attack: +5 Shogun Sword. Ranged Weapon +3
(1d8+1) fire damage. fire
Stun damage.
to hit, reach 5 ft, one
to hit, reach 5 ft, one target. Hit: 6target. Hit: 5 Drain Slash. Melee Weapon attack: +5 tohit,
to hit,Claw.
range Melee
80 ft, Weapon
one attack:
target. Hit: 5+8 to
(1d8+1) hit,
(1d8+1) slashing
(1d6+3) necrotic damage damage.plus 7 (2d6) reach 10
fire damage. ft,one
onetarget.
target.Hit: Hit:611 (2d6+4)
Grisly Wing. Ranged Weapon attack: +9 reach Crimson 5 ft,Lightning.
lightningplusdamage. Melee
The
(1d6+3)
Weapon
target must
slashing
attack:
also
Nume-Sludge.
fire
to damage.
hit, range Ranged
50/100 ft, Weapon
one target. attack:
Hit: damage
+9, reach 3 (1d6) necrotic Hit:damage.
Touch
+0 to of Evil.
hit, range Melee
25 ft, or
one Ranged
target. attack:
Hit: 4 make a DC1015ft,Constitution
one target. saving 13 throw
(2d8+4) or
Junk
14 to
+8 Attack.
(3d6+4)
hit, reach Ranged
necrotic Weapon
10 ftdamage.
or rangetakes attack:
50 ft, an +0 be
one lightning
stunned damage.
until the start of NeoDevimon's
(1d6)
to poison
hit, range damage. Target Nume Charge. Melee Weapon attack: +3 to
target.
addition Hit:
2 1820(4d6+4)
(1d4)
ft, one necrotic
poison
target. Hit:
damage at
5
damage.
the next
hit, turn. 5 ft, one target. Hit: 6 (1d10+1)
reach
(1d8)
Pummel bludgeoning
Whack. or piercing damage. Yucky Tongue. Melee Weapon attack: +3 to
start of their
The damage nextMelee
type turn. be
must
or Ranged
declared bludgeoning
hit, reach 5 ft,damage.
one target. Hit:attack:
6 (1d10+1)
Weapon
Pummel attack:
Whack. +6 to
Melee hit, reach
or Ranged 5 ft or Bone Mace. Melee Weapon +6 to hit,
before
range the
45 ft, attack
one roll.
target. Hit: 11 (2d6+4) acid
reach damage.
5 ft, one target. Hit: 8 (1d8+4) piercing
Weapon
Double attack:Claw.
Scissor +6 toMelee hit, reach Weapon5 ft or Bone Mace. Melee Weapon attack: +6 to hit,
necrotic
range 50 damage.
ft, to
one target. Hit: 10one (2d6+3) Beetledamage.
reach 5Hornft, one target. Hit: 9 (1d10+4)
attack:
Fist +13
of the hit, reach
Yokai. Melee or Ranged 10 ft, Attack. Ranged Weapon attack:
necrotic
target. damage. piercing damage.
WeaponHit: 21 (3d8+8)
attack: 7 to hit, piercing
reach 5damage ft or +13
Kanabōto hit,
Club.range Melee70 ft, one target.
Weapon attack:Hit:+719to
plus
Ice
range 10
Age (3d6)
(Recharge
30/60 necrotic
ft, one 4-5). damage.
Ranged
target.attack: Spell
Hit: 11+4 to hit, (2d10+8)
reach force damage.
Kid Claw. Melee Weapon Water Jet.10 ft, oneWeapon
Ranged target. Hit: 13 (2d8+4)
attack: +4 to hit,
attack:
(2d6+4)
hit, reach 30-foot
necrotic
5 ft, cone.
one damage. EachHit:
target. creature
4 (1d4+2) piercing
range 40 damage.
ft, one target. Hit: 6 (1d8+2)
Kid Claw.
within rangeMelee Weapon
must make a DC 15 attack: +4 to Water
Frost Jet.
and Snow.Ranged Weapon attack:
Melee Weapon attack: +3 to+7 hit,
slashing
hit, reach damage.
5 ft, one target. Hit: 5 (1d6+2) bludgeoning
range 40 ft, damage.
one target. Hit: 7 (1d10+1)
Constitution saving throw, taking 45 to hit, reach 10 ft, one target. Hit: 11
slashingcold
(10d8) damage.
damage on a failed save bludgeoning damage.
Headbutt. Melee Weapon attack: +4andto (2d10+4) slashing damage plus 4 (1d8) cold
half
hit, damage
reach on
5 ft,Melee a successful
one target. save.
Hit:attack:
7 damage.
Parrot Claw. Weapon +9 Mjollnir Lightning. Ranged Spell attack: +6
(1d10+2)
to hit, Wing.
Kunai reach bludgeoning
10 ft, one
Ranged
damage. Hit: 14 +6 Omega
target. attack:
Weapon
Scissor
to hit, range
Thousand 50Claw.
Beaks. oneMelee
ft,Melee target.
Weapon
Weapon
Hit:attack: attack:
11 (2d10)
Godly
(2d8+5) Electro
slashing Shocker.
damage. Ranged Weapon +15 to
lightning hit, reach
damage. 10 ft, one target. Hit: 19+3
to hit,
Fire range
Feather. 40/80
Ranged ft,
attack: +8 to hit, range 120 ft, one one
Weapon target. Hit:
attack: 11
+8 to hit,
(2d10+8) reach 5
piercing ft, one target.
damage. attack: Hit: 7
If the target (1d10+1)
(2d6+4) piercing Sky Strike. Melee Weapon +13 tois hit,
to hit, range
target.
Crimson Hit:
Flare. ft,damage.
1750(3d10+1)
Ranged 1-6 targets.
lightning
Weapon You must piercing
attack: Huge or
reach 10
damage.
smaller,
ft, one the target
target. Hit: is
30 grappled
(4d10+8)
make Sharpened Hooked Claws. Melee Weapon
+13 toadditional
damage.
Crimson hit, range
Flare.
attack
50/150Weapon
Ranged
rolls for each
ft, one target.
attack:
(escape
slashing
attack:
DC 18). This
damage.
+12 to hit, reach attack
10 ft,can oneonly be
target.
additional
Hit: 21 target.fire
(2d12+8) Hit:damage.
3 (1d6) radiant performed while flying.
+12
damageto hit,sixrange
times.100/120You must ft, declare
one target. Hit: Holy18 (2d10+7)
Rod. MeleeslashingWeapondamage attack: +8 plus to18hit,
Hit: 36target
which (8d6+8) eachfiredamage
damage.roll will be reach (5d6) fire
10 damage.
ft, one target. Hit: 7 (1d6+4)
Rapid Seed. Ranged Weapon attack: +2 Fruit Peck. Melee Weapon attack: +3 to hit,
for
to before
hit, range rolling
35 ft,for one each attack.
target. Hit: 7+13, bludgeoning
reach + 18 (4d8)Hit: radiant damage.
Drill Nose. Melee Weapon attack: Puppet5 Pummel.
Electric
ft, one
Byte.
target.
Melee Melee Weapon
3 (1d4+1)
Weapon piercing
attack:
attack: +5 to+13
(2d6) piercing
reach 5 ft, one damage.
target. Hit: 20 (3d8+7) damage.
to hit, reach 5 ft, one target. Hit: 23
Lightning
Dino Kick. Blade. Ranged Weapon hit,
Melee Weapon attack: +6 to (3d10+7) bludgeoning damage. reach 5 ft, one target. Hit: 6 (1d6+3)
piercing
attack: +4damage.
to hit, range 30/60 ft,9one piercing damage plus 3Weapon(1d6) lightning
hit, reach 10 ft, one target. Hit: Shock Blaster. Ranged attack: +3 to
target.
(1d10+4) Hit: 9 (2d6+2) lightning damage. damage.
Breath ofbludgeoning
Decay. Ranged damage plus 3
Spell attack: hit, range
Scar 50 ft, one
Nail. Melee Weapontarget.attack:
Hit: 8 +4 (2d6+1)
to hit,
(1d6)
Meteor
+4 to lightning
hit,Wing.
range damage.
Ranged
30/60 Weapon
ft, one attack:
target. Hit: lightning
reach 5 damage.
ft, one target. Hit: 10 (3d6) slashing
Breath of Decay. Ranged Spell attack: Scar Nail. Melee Weapon attack: +5 to hit,
Reach
10 (3d6)
+5 to 25-foot
hit, acid
range cone,
damage.
35/70 DCft,14 oneDexterity
target. Hit: damage
reach Speed plus
5 ft, one 3 target.
(1d6) acid Hit:damage.
6 (1d6+3) slashing
Spinning
saving Cutter.
throw. On Melee
a failed Weapon
save, a attack: Quad Stream. Ranged Weapon
14
+8 (4d6)
to hit,
Constrict. acid
reach
Melee damage.
5 ft, one
Weapon target. Hit: 10 damage
attack: +8plus
to 18
hit, (4d8)
range acid
20/60 damage.
ft, one target.
creature
Nitro Arrow.takes 9 (2d8)
Ranged fire attack:
Weapon damage, +9half
attack: to+6 Black
Black Saber.
Saber. MeleeMelee Weapon
Weapon attack:
attack: +6 +9 toto
(1d8+6)
hit, reach
damage slashing
5 ft,
on a60/100 one damage.
successful target. Hit:
saving 10
throw. Hit: 8 (1d4+6) force damage.
to hit, range
Multiattack. Samudramon ft, one target.
makes Hit: 8 hit,
three hit, reach
reach 5 5 ft,
ft, one
one target.
target. Hit:Hit: 1015 (2d6+3)
(2d8+6)
(2d8+3)
Can onlybludgeoning
(2d4+3) be useddamage
piercing while damage, plus 5and
flying. (2d4)the slashing
slashing damage
damage.plus 7 (2d6) necrotic
attacks:
target is two with Chrysanthemum
grappled (escape DC 14). &
Until Rinkageki.
Treasure Ranged
Lance. MeleeSpellWeapon
attack: +10 to hit,
attack: +9
necrotic
Phosphorus damage.attacks and one Rinkageki damage.
range 120 ft, one target. Hit: 22 (4d10)
this grapple ends, the creature is to hit, reach
Stinger Surprise.10 ft,Ranged
one target. Weapon Hit: 13attack: +5
attack.
restrained radiant damage.
Tail Blade. and Melee Sandiramon
Weapon attack: cannot+12 (2d6+6) piercing
to hit, range 90 ft,damage
one target. plus 10 Hit:(3d6)
18 (4d8)
constrict another creature. 20 to radiant
Wool damage.
Grenade. Ranged Weapon
to
Icehit, reach
Blast. 10 ft,Weapon
Ranged one target. Hit: +4
attack: force damage.
Bite. Melee On
Weapon a critical
attack: hit, toattack:
+6 triplehit,the +4
reach
(3d8+7)
hit, range slashing
50Ranged damage.
ft, one Weapon
target. Hit: 9 +4 Sharma to hit,
dice range
rolled
10 ft, one 25/50
instead
target. Hit: ft,
of one
double target.
14 (3d6+4) it. Hit: 5
piercing +1
Mad
SilenceTwist.
of Rams. Melee Weapon attack:attack: (1d6+2) Hammer.
bludgeoning MeleedamageWeapon plus attack:
7 (2d6)
Slamming
(2d6+2)
to hit, cold
range Attack.
damage.
40 ft, Melee
one Weapon
target. Hit: 7 damage.
to hit, reach 5 ft, one target. Hit: 3 (1d6-1)
+5 to
attack: hit, reach
+6necrotic 5
to hit, reach ft, one target. Hit: 8 force damage.
5 ft, one attack. bludgeoning damage. A target hit with this attack
(1d10+2)
(2d4+3) bludgeoning damage.
Shellmon must move damage at least 5plus feet3 to Aquahas itsBlaster.
Aqua
movement
Blaster. Ranged
Ranged
speed reduced
Weapon
Weaponnext
by 10+2
attack:
attack:
feet
to
(1d6)
perform forcethis damage.
attack. Hit: 9 (2d4+4) until
hit, the
range start
50 of
ft, Sheepmon's
one target. Hit: 7 turn.+2 to
(2d4+2)
Drill Shell. Melee Weapon attack: +6 to hit, range 60 ft, one target. Hit: 7 (2d4+2)
bludgeoning
hit, reach 5 ft,damage.
one attack. Hit: 11 attack: bludgeoning
bludgeoning damage.
damageMelee plus 5Weapon
(2d4) force
Striped Blaster. Ranged Weapon Shima Corn Thrust. attack:
(2d6+4)
+5 to hit,piercing
range 45damage.
ft, one target. Hit: 9 damage.
+7 to hit, reach 5 ft, one target. Hit: +78 to hit,
Death
Death Nail.
Nail. Melee
Melee Weapon attack: +8 to Dark Shot.
Weapon attack: +9 to (1d8+4) piercing damage. Ranged Weapon attack:
(2d6+2)
hit, radiant damage.
hit, reach
Deathreach 10 ft,
ft, one
10Melee oneWeapontarget.
target. Hit: Hit: 17
12 +11 range 60/90Ranged
Dark Shot. ft, oneWeapontarget. Hit: 13 (3d6+3)
attack: +4 to hit,
(3d8+4)Nail.
(2d6+5) slashing
slashing damage.plus
damage
attack:
5 (1d10) fire damage.
range
to hit, reach 10 ft, one target. Hit: 18 Oblivion Bird. Ranged Weapon 13
60/90 ft, one target. Hit: (3d8)+6
attack: fire
to
necrotic damage. damage.
(3d8+5) slashing damage plus 13 (3d8) hit, range 100/200 ft, one target. Hit: 18
necrotic damage. (4d8) fire damage.
throw. Targets within range take 29
(4d10+7) slashing damage on a failed
save and half damage on a successful
one. The area within this attack is Poison Pierce. Melee
Grand Charge. Melee Weapon
Weapon attack: attack: +9+13toto
difficult terrain Ranged
to all creatures hit, reach 15 ft, one target. Hit: 7 (1d6+4)
Metal Fireball. Weaponexcept attack: hit,
Chainreach
piercing
15 ft,Melee
of damage.
Pain. one target.
TheWeapon
Hit:attack:
target must
28 (6d6+7)
make +11 a to
SkullMammothmon.
+3 to hit, range 60/240 ft, one target. piercing
hit, reach damage.
10 ft, one target. Hit: 25taking
(4d8+7)
Chela
Radius Crunch.
and Ulna fireMelee Weapon
Crusher. Melee attack: +9 DC 16 Constitution saving throw, 27
Hit:
to 23reach
hit, (3d10+7) 10 ft, damage. bludgeoning damage.on a failed save, or half
Weapon attack: +6one target.
to hit, reach Hit:
1013 ft, (6d8)
Hollow poison
Bonedamage
Crusher. Ranged Weapon
(2d8+4)
one target. piercing 12damage.
Hit:Ranged (2d8+3) slashing as much+5damage
attack: toMelee on a successful
hit, range 25/50attack: save.
ft, one target.
Little Blizzard. Weapon attack: Snow Claw. Weapon +3 to hit,
damage.
+4 to hit, range 30 ft, one target. Hit: 7 Hit:
reach
Sand 9 (2d6+2)
5 ft,
Blast one thunder
target.
(Recharge damage.
Hit:
4). 3 (1d4+1)
Sunarizamon slashing
Snow Gobu Mace. Melee Weapon Freezing Gobu Breath. Ranged Spell attack:
(1d10+2) +0cold
attack:Gobu toMace.damage.
hit, reach one target. exhales
5 ft,Weapon damage
+4 to hit,a+Gobu
2 (1d4)
20-foot
range cold
40cone damage.
ft, oneof sand.
target. Each
Hit:attack:
7
Snow Melee Freezing Breath. Ranged Spell
Hit: 1
attack: (1d6-2)
+1 to piercing
hit, reach damage.
5 ft, one target. creature
(1d10+2)
+3 to hit, within
cold
range range
damage.
40 ft, must
one succeed
target. Hit: on a DC
Strike Claw. Melee Weapon attack: +5 Strike 10 Fang. Melee
Constitution Weapon
saving throw. attack:
Creatures+56 totake
hit,
Hit:
to 4 (1d8-1)
hit, reach 5 piercing
ft, one damage.
target. Hit: 8 (1d10)
reach 5 cold
ft, damage.
one target. Hit: 6 (1d6+3) fire
Grit Claw.
Black Pearls. MeleeMelee Weapon
or Ranged attack: +4 to 2d6 slashing damage and are blinded until
Weapon
(1d10+3)
hit, reach
Needle slashing
5toft,hit,
Spray. one
Rangeddamage.
target.
WeaponHit: 4one
(1d4+2) the
attack: damage.
start of Sunarizamon's next turn, +3
or to
half
attack:
Double +3
Scissor reach 5-15
Claw. Melee Weapon ft, Water Drill. Ranged Weapon attack:
slashing
+6 to
target. hit,damage.
range 25/50, 1-4 targets. You as much damage on a successful one.
attack: Hit:
+13 8to(2d6+1)
hit, reach bludgeoning
10 ft, one hit, rangeHorn
Undead 30 ft,Attack.
one target.
Ranged Hit:Weapon
4 (1d6+1)
must
damage.
target.make
Hit: additional
21 (3d8+8) attack
piercing rolls for
damage force damage.
attack: +13 to hit, range 70 ft, one target.
Terrier
each Tornado.target.
additional Ranged Hit:Weapon
2 (1d4) Terrier Punch. Melee Weapon attack: +2 to
plus 10
attack: (3d6)
+5 to necrotic
hit, range damage.
120 ft, one Hit:
hit, 19
reach(2d10+8)
5 ft, one necrotic
target. damage.
Hit: 2 (1d4)
piercing damage four times. You must Coconut Punch. Melee Weapon attack: +6
target.
declareHit:which 10 (3d4+3)
target force
each damage.
damage roll bludgeoning
to hit,Blast. damage.
reach Ranged
10 ft, one target.attack:
Hit: 10+2 to
Tri-Horn Attack. Melee Weapon attack: Blaze Weapon
will
+9 be
to for
hit, before
reach 5 rolling
ft, one for each
target. attack.
Hit: 24 (1d12+4)
hit, range bludgeoning
30 ft, one damage.
target. Hit: 9 (3d6-1) fire
Croc Bite. Melee Weapon attack: +11 to Swamp Blast. Ranged Spell attack: +7 to hit,
(4d8+6)
hit, reach
Chaos piercing
Flame.10 damage.
ft,Ranged
one target.
Weapon Hit: attack:
27 damage.
rangeDriver.
60/80 ft, one target. Hit: 15 (3d8+2)
Slamming Tusk. Melee Weapon attack: Horn Melee Weapon attack: +6 to
(6d6+6)
50-foot piercing
cone, DC damage.
23 Constitution saving necrotic damage.
+6
Holyto
Branch
hit,
Shot. reach
Drain.Ranged 10
Melee
ft, one
Weapon
Weapon
target.
attack: Hit:
attack: +5+4 Unicorn Thrust. Melee Weapon attack:+16
8 Tyrant
hit, reachSavage.
5 ft, Melee
one Weapon
target. Hit: 15attack:
(2d10+4) +7 to
throw.
(1d8+4)
to hit, On
range a failed
piercing
45 ft, saving
damage.
one throw,
target. Hit:target
9 to hit,
piercing
hit, reach
reach damage.
5 10one
ft, ft, one target.
target. Hit: Hit:
8 17
(1d8+4)
to hit,33
takes reach
(6d10)15 ft, fireone target.plus
damage Hit:11 4 Super Stinky
(2d8+8) slashingJet.damage
Ranged plus Weapon attack:
36 (8d8) fire+4
(2d6+2) bludgeoning
(1d4+2) radiant damage. damage plus 2 piercing
to damage.
hit, range 40isft,the
onesecond
target.time Hit: this
4 (1d4+2)
(2d10)
Fusion necrotic
Ball. damage. On a successful
Ranged Weapon attack: +4 necrotic damage. damage. If this attack
necrotic
saving damage.
throw, target takes half the
to hit, range
Thunder 120
Javelin. ft, one
Ranged target.
Weapon Hit:fire
8 has
Boarhit this Melee
Ram. target Weapon
within 1 minute
attack: +8 takes an
to hit,
damage fire
(2d6+1) only.damage plus 7 (2d6) radiant additional
Cable
reach Crusher.
10 ft,9one
(2d8) fire damage.
Melee
target. Weapon
Hit: 16 attack:
(2d10+5) +4 to
attack:
Turbo +3 to hit,
Stinger. range Weapon
Ranged 80/120 ft,attack: one Doramon Attack. Melee Weapon attack: +9
Koko
damage.
V-Head
target. Crusher.
Bash.
Hit: Ranged
10 Melee
(2d10-1) Weapon
Weapon attack:
attack:Hit: hit, reach
piercing
+9 to 10
damage.ft, one target. Hit: 8 (1d12+2)
+5 to hit,
30-foot range
radius, 30/90
DC ft,lightning
one target.
13 Constitution
hit,Buster.
Bear reach 5Melee
bludgeoning
ft, oneSpell
damage.
target. Hit: +7
attack:
If your
14 (2d8+5)
attack to rollhit,
is 5
to hit,
damage.
8 (1d8+4)reach 10
piercing ft, one
damagetarget. Hit: 10
plus 7 (2d6) or piercing
reach damage.
10 ft, onethetarget. Hit:AC,
10 (3d6) thunder
saving
(1d10+5) throw. Hit:
bludgeoning 18 (4d8)
damage, thunderand the higher
V-Were than
Punch. target's
Melee Weapon double
attack: the
+9 to
radiant
damage damage.
on failed save or half damage damage.
Aquary
dice Pressure.
rolled Ranged
forft,damage. OnSpell
aHit: attack:
critical hit,30-
target
Baluluna must make
Gale. Melee succeed on a DC
or Ranged Spell foot 16 hit, reach 10 one target. 14 (2d8+5)
on a successful
Constitution save.throw triplecone 10 damage
the dice feet wide,
rolled for DC 14(3d8)
damage. Dexterity
attack:
Baluluna to saving
+6Gale. hit,Melee
reachor 5 ft or
orbe
Ranged rangeSpell40 bludgeoning
saving throw. Hit: 9
plus
(2d8)
13
piercing
psychic
damage.
paralyzed
ft, one untilHit:
target. the4end (1d8)of magical
its next turn. damage.
attack: +6 to hit, reach 5 ft or range 45 If the target fails the saving throw by 7 or
slashing
ft, one damage.
target. Hit: 9Weapon
(2d8) magical
Staff
Staff Strike.
Strike. Melee
Melee Weapon attack: attack: +2 +2 more difference to DC, the target's armor is
slashing
to hit, damage.
reach 5 ft, one target. Hit: 3 (1d6) destroyed by the attack.
to hit, reach 5 ft, one target. Hit: 3 (1d6)
bludgeoning
bludgeoning damage.
damage plus 3 (1d6)
Staff Strike.
Vulcan's Melee
Hammer. Weapon
Melee attack: +5
Weapon
lightning
to hit, reachdamage.
5 ft, one target. Hit: 5target. Reactions.
attack: +8 to hit, reach 10 ft, one Vulcan's Hammer. Ranged Weapon attack:
(1d6+2) bludgeoning damage.
Hit: 11 (1d12+5) bludgeoning damage +5 to hit, range 60 ft, one target. Hit: 12
plus 7 (2d6) lightning damage. (3d6+2) lightning damage.
missile. The damage it takes from the attack
Necro Eclipse (Recharge 6). Melee or Ranged is reduced by 1d10+3. If the damage is
Spell attack, reach 5 ft or range 35 ft, one reduced to 0, Aegiomon can deflect the
target. The target creature must make a DC attack at a creature within 20 feet of itself.
18 Constitution saving throw. On a failed The creature Aegiomon deflects the missile
save, the target creature is encased in pure at must succeed on a DC 13 Dexterity saving
magical darkness, takes 55 (10d10) necrotic Legendary throw or takeActions. AncientSphinxmon
half the damage the attackcan
damage,
Attack 3 and is restrained for 1 minute. On a make Attack3 4legendary actions. Only one
Wing Cutter.
successful Ranged
save, Weapon
the target attack:
creature +6 to was
takes
going to deal to Aegiomon before
legendary action canused.
be used at a time and
Healing
Reactions.
hit, rangeTouch
80 ft,(3/day).
one target.Angewomon touches Deflect Missile was
half as much
another damage.
creature. The If theHit:
target
7 (1d10+2)
target creature only at the end of another creature's turn.
magically
bludgeoning
is knocked damage. from this attack, it
unconscious
regains 20 (4d8+2) hit points and is freed of AncientSphinxmon regains spent legendary
has disadvantage on
any curse, disease, poison, death blindness,
saving throws. actions at the start of his turn.
deafness, or petrification. Deadly Reach. In response to a creature
entering a space within 15 feet of it,
Antylamon can make one Bunny Blades
Reactions. melee attack against that creature.
Rampage. After Apemon reduces a creature
Frightful Presence. Each creature of to 0 hit points with a melee attack on its
Beelzemon's choice that is within 60 feet of turn, it can move up to half its movement
him
Bonus and can see or hear him must succeed speed and make a Bone Strike attack.
Actions
Spider
on a DCClaw. Melee Weapon
18 Wisdom saving throwattack: +6 to
or become
hit, reach
Spider 5 ft, one target. Hit:
frightened of him for 1 minute. The +7 to
Claw. Melee Weapon 12 (2d8+3)
attack:
slashing
hit, reachdamage.
frightened 5creature
ft, one target. Hit: 13
can repeat the(2d8+4)
saving Legendary Actions. Beelzemon can take 3
slashing
throw atdamage.
the end of each of its turns, ending legendary actions, choosing from the
the effect on itself on a success. If a options below. Only one legendary action
Touch of Evil.
creature's Melee
saving or Ranged
throw attack:
is successful or +5
theto option can be used at a time and only at the
hit, reach
effect ends5 for
ft orit,range 20 ft, one
the creature target. Hit:
is immune to end of a creature's turn. Beelzemon regains
10 (2d6+3) necrotic
Beelzemon's Frightful damage.
Presence for the next spent legendary actions at the start of his
24 hours. next turn.

Terra Destroyer (Recharge 6).


BlackWarGreymon collects nearby negative
emotion and consolidates it into a ball of
negative energy that it can throw up to 150
Fire
feet Horn
away (Recharge
from itself.4-5).
Upon BlackGreymon
impact, Terra
exhales fireaffects
Destroyer in a 15-foot
a 25-footcone. Eachsphere.
radius creature All
Pollinosis
within Shower
thewithin
area must (Recharge
make 4). Ranged
a make
DC Spell
13aDexterity
creatures
attack: 25-foot range
radius must DC 20
Pollinosis
saving
Dexterity Shower
throw,
savingtaking 22centered
(Recharge
throw. (4d10)
Creatures
on Ranged
5-6).
fire self,
damage
within
DC 12
Constitution
Spell attack: saving throw. Creatures take 7
on
range
(2d6)
a failed
poison 2125-foot
take save,(6d6)
damage
radius
or half
force
and
centered
asdamage
much
can be
on21
damage
plus
tracked
self,
on
by
DC 12
a(6d6) Constitution
successful
psychic one.
damage saving throw. Creatures
Blossomon
take 7 (2d6) for
poison 1 on
up todamage a failed
mile for save, or
and8 can
hours
be on a
half as
failed much
save. damage
Creatures on
takea successful
half damage save.
on8a
tracked by Blossomon for up to 1 mile for
successful save.
hours on a failed save. Creatures take half
damage on a successful save.

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.

Bat Flutter. Ranged Spell attack: range 50 ft,


one target, DC 12 Wisdom saving throw.
Target takes 5 (1d8+1) slashing damage and
has disadvantage on their next attack roll on
aTouch
failedofsave,
Evil.and
Melee halfWeapon
damageattack:
on a +6 to
successful
hit, reach save.
10 ft,Melee
one target. Hit:attack:
8 (1d10+3)
Touch of Evil. Weapon +8 to
slashing
hit, reachplus 9 (2d8)
10 ft, necrotic
one target. damage.
Hit: 12 (2d8+3)
slashing plus 9 (2d8) necrotic damage. Legendary Actions. Dexmon can make 3
Legendary Actions. Diaboromon can make legendary actions. Only one legendary
Death
Grapple. Hand.
MeleeRanged
Weapon Spellattack:
attack:+17 +6 to
to hit, 3
hit, action can be used at a time and only at the
legendary
range 50/100actions. Only one
ft, one target. legendary
Hit:(2d6+9) action
13 (3d8)
reach
can be10 ft, one
used at atarget.
time andHit:only
16 at the end of end of another creature's turn. Dexmon
necrotic
bludgeoningdamage.
damage. Target must make a Water
regainsShield. When a creature
spent legendary actions Divermon
at the start
another creature's turn. Diaboromon regains
DC
spent25 legendary
Strength saving
actionsthrow
at theorstart
be grappled.
of its can
of itssee targets Divermon with an attack,
turn.
Dino Slash. Ranged Spell attack: +2 to hit, Divermon gains 10 temporary
turn.
range 40 ft, one target. Hit: 5 (2d4) force Charge. Diaboromon moves uphittopoints. If
his speed.
the attack hits and reduces the temporary
damage. hit points to 0, each creature within 5 feet
Reactions. of Divermon takes 7 (2d6) force damage.
Poison Cobweb. Ranged Weapon attack: +5
to hit, range 40 ft, one target. Hit: 12 (2d8+3)
poison damage.
Legendary Actions. The eater can take 3 Bonus Actions.
legendary actions, choosing from
Legendary Actions. The eater can take 3 the options
below. Only
legendary one legendary
actions, choosingaction
from theoption can
options
be usedOnly
below. at a one
timelegendary
and only at the end
action of acan
option
creature's
be used at turn.
a timeTheandeater
onlyregains
at the endspent
of a Attack. The eater makes an Erode Terminal
legendary actions at the start of
creature's turn. The eater regains spentits next turn. attack.
Attack. The eater makes an Erode Terminal
legendary actions at the start of its next turn. attack.
Concert Crush. Ranged Spell attack: 40-foot
radius, DC 17 Wisdom saving throw. Targets
take 10 (3d6) psychic damage and are
frightened until end of turn on a failed save,
and half damage on a successful one.
Fire Shield (Recharge 4-5). Flamedramon
Purifying Howl. Ranged Spell attack: +10 to encases
Legendary itself in flames
Actions. in an effort
Flaremon to take
can make 3
Infernal Gate. Ranged Spell attack: +12 to no damage. When a creature makes an
hit, range 120 ft, one target. Hit: 4 (1d8) fire legendary actions. Only
hit, range 80 ft, one target. Hit: 36 (8d8) fire attack roll against Flamedramon, one legendary
damage
damage.+ 4 (1d8) radiant damage + 4 (1d8) action can be used at a time and only at the
thunder damage. If the target has already Flamedramon
end of anothercan add +2 to
creature's its Flaremon
turn. AC before
Reactions.
taken the attack
damage this turn, a critical hit with this regains is declared
spent legendarysuccessful
actions atorthe
failure.
start
attack is 19 or 20. of its turn.
Legendary Actions. Gatomon can take 3
legendary actions, choosing from Lightning Spell Turning. Gatomon has advantage on
Paw, Cat Laser, Feline Agility, or an option saving throws against any spell that targets
below. Only one legendary action option can only Gatomon (not an area). If Gatomon's
be used at a time and only at the end of a saving throw succeeds and the spell is of 4th
creature's turn. Gatomon regains spent level or lower, the spell has no effect on
legendary actions at the start of its next turn. Gatomon and instead targets the caster.

Boulder Throw. Ranged Weapon attack: +4


to hit, range 20 ft, one target. Hit: 7 (1d10+2)
bludgeoning damage. On a critical hit, the
target is Stunned until Goblimon's next turn.
magically animates up to two boulders it can
see within 60 feet of itself. A boulder has the
statistics like those of Golemon, except it has
Intelligence 1 and Charisma 1, it can't be
charmed or frightened, and it lacks this
action option. A boulder remains animated Second Wind (Recharges after a Rest).
Bonus
as longActions
as Golemon maintains concentration, Gokuwmon regains 20 hit points.
Fault
up to Break
1 minute. (Recharge 3-4). Hydramon
violently creates a 80-foot wide circle of
fissures using underground ivy. Hydramon
can focus the center of this attack up to 100
feet away from itself. Creatures within range
Yellow
must make Circle (Recharge
a DC 4-5). Huanglongmon
16 Dexterity saving throw or Legendary Actions. Huanglongmon can take
casts
take 14 (4d6) poison damage and236)
the Earthquake spell (PHB 7 (2d6) 3 legendaryActions.
Legendary actions,Hydramon
choosing from the 3
can take
centereddamage
piercing on itself.onCreatures take or
a failed save, 3d8 options below.
half as legendary Onlychoosing
actions, one legendary
from the action
bludgeoning
much damagedamage on a failed
on a successful saveThe
save. andarea option
optionscan be used
below. Onlyatone
a time and only
legendary at the
action
half as much damage on a successful save end of a creature's turn.
of this attack is considered difficult terrain. option can be used at a time and only at the Huanglongmon
when rollingcannot
Fault Break the Dexterity
be usedsaving
if any throw
portionfor
of regains
end of aspent legendary
creature's turn. actions
Hydramon at the start
regains
Earthquake
Blizzard
the attack in addition
Breath
area is(Recharge
alreadyto difficult
the spell's
6). IceLeomon effects. spent
terrain of its next turn. actions at the start of its
legendary
Ice Punch.
exhales
created Melee
aby30-foot Weapon
cone
Fault Break. attack:
of frigid air.+10 to hit, next turn.
Each
reach 10 ft, one target. Hit: 3
creature in that area must make a DC 18 (1d6)
bludgeoning saving
Constitution damage plus 10
throw, (3d6)45cold
taking (10d8)
damage.
cold damage on a failed save, or half as much Fool Out (Recharge 3-4). Ranged Spell
damage on a successful one.
Fire. Melee Weapon attack: +2 to hit, reach 5 attack: 30-foot radius, DC 15 Constitution
ft, one target. Hit: 3 (1d6) bludgeoning saving throw. Creatures within range that
damage plus 3 (1d6) fire damage. fail the saving throw take 18 (4d8) psychic
Crazy Smoke.
Death Claw. Melee Ranged Weapon
Weapon attack:
attack: +7+7
to to
hit, damage. Creatures within range that
hit,
reachrange
10 ft,35oneft, one target.
target. Hit: Hit: 13 (2d8+4) successfully
10 (2d6+3) Skeletal Claw. make
MeleetheWeapon
saving throw take
attack: +7 half
to
poison
slashing damage.
damage plus 3 (1d6) necrotic damage.
Block
hit, the
reach Path.
15 ft, When
one a creature
target. Hit: 16enters a
(3d8+3)
Death Claw. Melee Weapon attack: +8 to hit,
damage.
reach space
slashingwithin 5 feet of Kinkakumon, she
damage.
Death10 ft, one
Claw. Melee target. Hit: 14
Weapon (2d8+5)
attack: +9 to hit, makes a Kibakusou attack against that
necrotic
Bonus
reach 10 damage.
Actions.
ft, oneSmite.
target.Immediately
Hit: 14 (2d8+5) after creature. If the attack hits, the target's
Knightmon
necrotic damage. hits a target with an attack roll, speed is reduced to 0 until the start of
Knightmon
Reactions. can force the target to make a DC Blind. The target
Kinkakumon's is blinded
next turn. for 1 minute.
13 Constitution saving throw. On a failed The blinded target can repeat the save at
save, the target suffers one of the following the end of each of its turns, ending the
effects of Knightmon's choice: effect on a success.

Dragon Wheel. Ranged Spell attack: +6 to


hit, range 40/60 ft, one target. Hit: 7 (2d6)
force damage.

Giga Cannon. Ranged Weapon attack: +17 to


hit, range 150
Legendary ft, oneMagnaAngemon
Actions. target. Hit: 23 (4d6+9) can
force3damage
take legendary plusactions,
7 (2d6)choosing
fire damage. from Reactions.
Screaming
Excalibur
Legendary orDarkness.
an option
Actions. Melee
below.
MagnaKidmon Weapon
Only one
can attack:
take 3
Chaos
+17 to Degradation
hit, action
reach 15 (Recharge
ft, one 6). The
target. Hit: fusion
28
legendary
Life
of Drain.
legendary
light and dark option
ManananggalMyotismon
actions, choosing
energies can be used
from
creates the
a at ato Legendary Actions.
targets
options
gate
(3d12+9)
time
one
below. and
creature
Onlymagical
only at
it can
one bludgeoning
the end
see
legendary of
within a
actiondamage.
creature's
120 feet If
of the Magna
turn.
it. Antidote (4/day). can
ManananggalMyotismon MagnaAngemon
take 3
another
target is dimension.
a creature, Mastemon
it must succeedcanoption
create
on a
can
DC Legendary Actions. MaloMyotismon
MagnaAngemon
The
be
this target
used
gate at must
a time
within 25 regains
make
and
feet a
only
of spent
DC 18
at the
herself.legendary
Constitution
end
The of a can remove
legendary a status
actions, effect
choosing on
from thecan he
a creature
Split.
25
actions
saving When
Constitution
at
throw,thea taking
MediumRaremon
saving
start of36 throw
its next
(8d8) or that
its
turn.
necrotic hitispoint make can 3
touch.
options legendary
below. Onlyactions.
one Only
legendaryone action
creature's
nearest orturn.
creature MagnaKidmon
(only regains spentor Attack. MagnaKidmon makes one Bind Red
Medium
maximum
damage
legendary on islarger
areduced
failed
actions at byone)
issave,
subjected
the anor
start
must
amount
half to
of as
make
lightning
its equal
much
next
a DC
to
turn. legendary
option
Trigger can action
be
attack. canatbe
used a usedand
time at aonly
timeatand
the
15 Dexterity
slashing
the damage saving
damage, it throw.
splits On
into a
two failed
new save, Legendary Actions. Mastemon can make
turn.3
damage
the on ataken.
creature successful
is sucked
This reduction
save.
into Chaos
lasts until only end ofat athe
legendary
end of another
creature's
actions. turn.onecreature's
Only legendary
MediumRaremon
the target finishesifa itlong
ManananggalMyotismon hasrest.
at least
regains Thea10 hit dies MaloMyotismon regains spent
target
number legendary
Degradation
points.
if its hitEach
point and
new sent to isthe
MediumRaremon
maximum Limbo.
reduced On0.ahit ManananggalMyotismon
has
to action
actions can be used
at the startatat ahis
ofthe
regains
time
turn.
spentat the
and only
Ice
of Blast
hit
successful (Recharge
points equal
save, 4-5).
to
the the half
creatureRanged
the amountSpell attack:
of legendary actions
takes 7 (2d6) end of another creature's turn. Mastemon start of its next
points
40-foot
damage equal
cone.
dealt. toTargets
half original
must make a DC 12 turn.
radiant damage plusrounded
MediumRaremon's, 7 (2d6) necrotic
down.save, New regains spent legendary actions at the start
Dexterity
damage. saving throw. On a failed of its turn.
MediumRaremon are one
creatures take 38 (7d10) cold damage and size smaller than
the original.
are petrified in ice for one turn. On a
successful save, creatures take half damage.
Invincibility. Meteormon can turn invincible
until the start of its next turn. After using
Ice Cloud. Ranged Spell attack: +5 to hit, this ability, Meteormon cannot move or
Reactions.
range 45/90, one target. Hit: 5 (1d10) cold Dancing
attack onPunch.
its nextMelee
turn. Weapon attack: +6
Ice Cloud. Ranged Spell attack: +3 to hit, to hit, reach 5 ft, one target. Hit: 6 (1d6+3)
damage.
range 45 ft,Ranged
one target.
Ice Cloud. Spell Hit: 7 (2d6)
attack: +4 tocold
hit, bludgeoning damage. Target must make a
damage.
range 45/60 ft, one target. Hit: 7 (2d6) cold DC 13 Constitution saving throw or take an
damage. additional 3 (1d6) cold damage.
Drill Spin. Melee Weapon attack: +6 to hit,
reach 5 ft, one target. Hit: 9 (2d4+4) piercing
damage.

Feint Punch. Melee Weapon attack: +6 to


hit,
Feintreach 5 ft,Melee
Punch. one target.
Weapon Hit:attack:
5 (1d6+2)
+6 to
bludgeoning
hit, reach 5 damage.
ft, one If you
target. and
Hit: the target
6 can
(1d6+3)
Legendary
have Actions.
already damage. Okuwamon
dealt damage make 2
bludgeoning
legendary actions. Only youto
If one andeach
theother
legendary targetin
action
the
have past minute, you may deal an additional
can
3 bealready
(1d6) used atdealt
damage.
damage
a time to each
and only other
at the end inof
the past creature's
another minute, you mayOkuwamon
turn. deal an additional
regains
7 (2d6)legendary
spent damage. actions at the start of its
turn.
Rotten Tackle. Raremon moves up to its Attack. Okuwamon makes one attack.
speed.
Rotten While
Tackle.doing Raremonso, it moves
can enter up toLarge
its or
smaller creatures' spaces. Whenever
speed. While doing so, it can enter Large or Legendary Actions. PerseusKabuterimon
Raremon
smaller enters a creature's
creatures' spaces. Whenever space, the
creature can take 3 legendary actions, choosing from
Raremonmust enters make a DC 12 Dexterity
a creature's space, thesaving the options below. Only one legendary
throw. On a successful save, the creature
creature must make a DC 13 Dexterity saving Legendary can Actions. Phoenixmon can take 3
choose to be pushed 5 feet back or to the action
legendaryoption can be
actions, used atfrom
choosing a time
the and only
throw.
Legendary
Horn On aActions.
Buster successful
II. Melee save, theattack:
Phoenixmon
Weapon creature
can take+15 can
3to at the end of a creature's turn.
side
choose of Raremon.
to 5be Achoosing
creature that or refuses theto options below. Only one legendary action
legendary
hit,
be reach
pushed
Sharpened ft,pushed
actions,
onethe
suffers
Hooked
5 feetHit:
target. back
from
consequences
Claws. Melee
thetooptions
21 (2d12+8)of a to
Weapon PerseusKabuterimon
option can be used atregains spent
a time and only at the
side
below. of
bludgeoningRaremon.
Only one A
damage. creature
legendary
On a that
action refuses
successfuloption hit,can legendary actions at the start of his next
failed
attack:
Flying
be saving
pushed
used +9
Cross
at to
a throw.
hit,
Cutter
suffers
time reach On a
10
(Recharge
the
and failed
ft,
consequences
only at one save,
target.
2). Ranged
the end of
ofa Hit:
a end of a creature's turn. Phoenixmon
target
Raremon
15
Weapon is pushed
(1d20+4) enters up
theto
slashing
attack: +13 15
damage
to hit,feet
creature's away.
space,
plus
range and
4 (1d8)
50/75 ft,fire turn.
regains spent legendary actions at the start
failed saving
creature's turn.throw. On
Phoenixmon a failed save,
regains spent Sharpened Hooked Claws. Phoenixmon
the
one creature
damage.
Raremontarget.
legendaryenters takes
Hit: 17
actionsthe 14 (4d6)
(3d6+7)
at creature's acid damage
bludgeoning
the start ofspace, his nextand and of his next turn.
makes a melee attack with Sharpened
is
theengulfed.
damage.
turn. creatureOnThe atakesengulfed
successful
14 (4d6) creature
hit, if the
acid can't and Hooked Claws.
target
damage
breathe,
creature
is engulfed. is restrained,
does The not move
engulfed andand takes
is not
creature 21can't
(6d6)
acid damage
unconscious
breathe, at the start
or prone by
is restrained, and of
the each of
start21of(6d6)
takes
Raremon's
Puppetmon's
acid damage turns.
next
at When
the startRaremon
turn, itoftakes
eachan ofmoves,
additionalthe
creature
10 (3d6) does
damage. not. An engulfed creature can Endurance. When RaiGrowlmon takes
Raremon's turns. When Raremon moves, the damage, it may reduce the damage by 10
try to escape
creature doesby taking
not. an actioncreature
An engulfed to makecan a
DC
try 12 escape
to Strength bycheck.
taking On
an aaction
success,to the a (1d12+4).
make Legendary
It cannot use this trait again until
Actions.
Reactions.
creature escapes and enters a space of its it completes a shortSamudramon
or long rest. can take 3
DC 13 Strength check. On a success, the legendary actions, choosing from Rinkageki,
choice
creature within
escapes 5 feet
andofenters
Raremon. a space of its Chrysanthemum & Phosphorus, casting a
choice within 5 feet of Raremon. Reactions.
spell (costs 2 Actions), or the option below.
Only one legendary action option can be
Chrysanthemum & Phosphorus. Melee Legendary
MachatShadow.
used Actions.
a time Scorpiomon
Saberdramon
and only canoftake
at theteleports
end a up3
legendary
to 40 feet actions,
to
Weapon attack: +11 to hit, reach 10 ft, one creature's turn. Samudramon regains spent an choosing
unoccupied from
space the
it can
Bonus Hit: 21 (3d10+5) slashing damage plus options
target. Actions. see.
legendary below.
actionsOnly
at one legendary
the start of his action
next
7 (2d6) force damage. option
turn. can be used at a time and only at the
end of a creature's turn. Scorpiomon
Scorpion Storm. Scorpiomon casts the Magic regains spent legendary actions at the start
Missile spell (PHB 257) as a 3rd-level spell. of its next turn.
Healing Touch (4/day). ShimaUnimon
touches another creature with its horn or Legendary Actions. ShimaUnimon can take
bows
Buffalo Breath (Recharge 3-4). Ranged Spell 3 legendary actions, choosing from the
to itself. The target magically regains
11 (2d8+2)
attack: 20-foothit points.
cone from In addition, DC the
self,Ranged touch options below. Only one legendary action
13 Spell
Curse
removes Breath
all (Recharge
diseases and 5-6).
neutralizes all option can be used at a time and only at the
Dexterity
attack: savingcone
60-foot throw. Onself,a failed save,
Curse
poisons
target Breath
afflicting
takes 14 thefrom
(Recharge
(4d6) 6). Ranged
target.
poison
DC 15
ShimaUnimon
damage Spell
and are end of a creature's turn. ShimaUnimon
Constitution
attack:
can only90-foot
use saving
cone
this throw.
from
ability on On
self, aDC
itself failed
as21 save, regains spent legendary actions at the start
its only
paralyzed
target takes until
35 the
(10d6)start of
poison SkullGreymon's
Constitution
legendary
next turn. until
On saving
actiona theoncethrow.
successful Ondamage
per save,
round.a target and is of its next turn.
failed save,
takes
paralyzed
target takes 45 (10d8)startpoison
of SkullGreymon's
damage and is
half damage.
next turn. On a successful save, target takes
paralyzed until the start of SkullGreymon's
half damage.
next turn. On a successful save, target takes
half damage.
Legendary Actions. SkullMammothmon can
make 3 legendary actions. Only one
legendary action can be used at a time and
Legendary
only at the Actions. SkullScorpiomon
end of another creature's can
turn.
make 3 legendary actions.
SkullMammothmon regains spent Only one legendary Attack. SkullMammothmon makes a melee
legendary action
actions at the can
start ofbe
itsused
turn.at a time and attack.
only at the end of another creature's turn.
SkullScorpiomon regains spent legendary Claw Attack. SkullScorpiomon makes a
actions at the start of his turn. Chela Crunch attack.

Parry. Strikedramon adds 3 to its AC against


Legendary Actions. TealOkuwamon can one melee attack that would hit it. To do so,
make 1 legendary action. Only one legendary
Reactions. Strikedramon must see the attacker.
action can be used at a time and only at the
end of another creature's turn. Shadow Slash. Melee Weapon attack: +13
TealOkuwamon regains spent legendary to hit, reach 10 ft, one target. Hit: 24
actions at the start of its turn. Cacti's
(3d10+8) Endurance (Recharges after a short
slashing damage.
Healing Touch (4/day). Unimon touches or long rest). When Togemon takes
another creature with its horn or bows to damage, it Actions.
Legendary reduces the damage
Unimon canby 9 3
take
Reactions.
itself. (1d12+3).
Mega The Croctarget magically
Bite. Ranged regainsattack:
Weapon 11 +7 legendary actions, choosing from the
(2d8+2) hit points. In addition,
to hit, range 20/40 ft, one target. Hit: the touch
22 options below. Only one legendary action
removes Legendary
option can Actions. VenomMyotismon
a time and only atcan
(3d10+6) all firediseases
damage.and neutralizes all take 3
be used at
legendary actions, choosingregains
the
from the
poisons afflicting the target. Unimon can end of a creature's turn. Unimon
Bao
only Ran. Vikaralamon
use this ability on releases
itself as itsa sphere
only of options below. Only
spent legendary oneat
actions legendary
the startaction
of its
Venom
energy
Chaos Infusion.
from its Melee
mouth. or
Each
legendary action once per round. +9
Tail. Melee Weapon Ranged
sphere
attack: Weapon
has
to its
hit, option can
next turn. be used at a time and only at the
attack: +15
own properties
reach to hit,
10 ft, one and range 40/120
effects.
target. ft,
Hit: 8Vikaralamon
(1d6+5) one can end of a creature's turn. VenomMyotismon
target.
only have Hit:two
bludgeoning 15damage,
(2d6+8)
Bao Ranand piercing
active
theat damage
a time.
target plus
must regains
Green. Thespent legendary
sphere grantsactions
13 hit at the start
points to a
36
When
make(8d8) DCnecrotic
aVikaralamon
16 Wisdomdamage.
activates
saving Bao
throw.Ran, it can of his next
single turn.of your choice within 45 feet
creature
Evil Icicle. Ranged Weapon attack: +3On
to ahit,
choose
failed between
range save,
60/100 the
theft,target following:
must use
one target. Hit:its12reaction,
(3d8-1) of Vikaralamon.
if available,
cold damage. to make one melee attack
against a random creature, other than
WereVeedramon, within its reach. If there's V-Eye Beams. Ranged Weapon attack: +6 to
no creature within reach, the target instead hit, range 150/300 ft, one target. Hit: 6
moves half its speed in a random direction. (1d8+2) fire damage.

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.

Charge (Costs 2 Actions). If Beelzemon moves at


least 15 feet straight toward a target and hits it
with a Darkness Claw attack on the same turn, the
target takes an additional 22 (4d10) magical
slashing damage. If the target is a creature, it must
Darkness Claw Attack. Beelzemon makes a melee also make a DC 25 Strength saving throw or be
attack with Darkness Claw. pushed up to 10 feet away and knocked prone.

Searing Burst (Costs 2 Actions). Each creature of


ClavisAngemon's choice in a 10-foot radius must
make a DC 23 Dexterity saving throw, taking 14
Psychic Drain.ClavisAngemon
Zenith Gate. One creature infected
magicallybyteleports,
Data (4d6) fadiant damage plus 14 (4d6) fire damage on
Crusher takes 5 (2d4) code damage.
along with any equipment it is wearing or carrying, a failed save, or half as much damage on a
up to 120 feet to an unoccupied space it can see. successful save.
within 60 feet of DanDevimon must succeed on a
DC 24 Wisdom saving throw or use its reaction to
make a melee weapon attack against a random
creature within reach. If no creatures are within
reach, it makes a ranged weapon attack against a
random creature within range, throwing its weapon
End Magic (Costs 2 Actions). DanDevimon casts if necessary. This attack is made with advantage
Dispel Magic. and gains a +4 bonus to the damage roll.

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.

Fire Rocket (Recharge 4-5). Flamedramon can move


its entire movement speed as walking or flying and
make a Flame Fist attack. If Flamedramon moves at
least 30 feet before making a Flame Fist attack,
Flamedramon adds +5 to the attack roll and 7 (2d6) Warlord's Command (Costs 2 Actions). Flaremon
additional bludgeoning damage if successful. In targets up to two allies that he can see within 30
addition, the target must make a DC 14 Strength feet of him. If a target can see and hear him, the
saving throw or be knocked prone. target can make one weapon attack as a reaction
Attack. Flaremon can make one attack. and gains advantage on the attack roll.
Attack. Huanglongmon makes one attack of its Trampling Charge (Costs 3 Actions). Hydramon
choice, which includes Yellow Circle if the attack moves up to 50 feet in a straight line and can move
isn't recharging. For 2 Legendary Actions, through the space of any creature Huge or smaller.
Huanglongmon can make two recharge rolls for The first time it enters each creature's space during
Yellow Circle and use the attack if at least one roll this move, it can make a Stomp attack (+13 to hit,
succeeds. Hydramon makes a Scatterblaster
Scatterblast. Move.10
reach Huanglongmon
ft, one target.moves
Hit: 16up to halfbludgeoning
(2d8+7) its speed.
attack. damage.

Heat Viper (Recharge 5-6). Kimeramon exhales fire


Lightning Ogre
in a 30-foot Kick.
cone. Melee
Each Weapon
creature attack:
in that area+6 to
must
hit,
make reach
a DC515
ft, Dexterity
one target. Hit: 8throw,
saving (1d8+4) taking 26
bludgeoning damage
(4d12) fire damage onplus 4 (1d8)
a failed lightning
save, or half damage.
as much
If the target creature has
damage on a successful one. already taken a
Dokidokidokyūn attack from Kinkakumon on her last
turn, it must also make a DC 14 Constitution saving
throw or be stunned until the end of Kinkakumon's
next turn.
Shove. The target is pushed 10 feet away and
knocked prone.

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.

Okuwamon Agility (Costs 2 Actions). Okuwamon


can move its movement speed until the end of the
current turn. Once Okuwamon uses this action, it
cannot use it again until Okuwamon moves 0 feet
on one of its turns.

Combustion (Costs 3 legendary actions).


Phoenixmon causes one creature he can see within
45 feet of him to burst into flames. The target must Break Concentration (Costs 2 Actions).
make a DC 21 Constitution saving throw. On a failed PerseusKabuterimon targets a creature it is
save, the target takes 70 (20d6) fire damage and grappling. The target's concentration on a spell it
catches
Scissor fire. APerseusKabuterimon
Claw. target on fire takes 10 (3d6)one
makes fire has cast or an ability it is maintaining ends, and the
Sky Strike
damage or Sharpened
when it starts itsHooked
turn, Claws.
and remains on fire
Omega
PhoenixmonScissor Claw aattack.
makes meleetakes
attack target makes 19 (3d12) lightning damage.
until it or another creature anwith SkytoStrike
action douse
or
theSharpened
flames. OnHooked Claws.save, the target only
a successful
takes half damage.

Split. When this Raremon is a Medium or larger


ooze and is subjected to lightning or slashing
damage, it splits into two new Raremon if it has at
least 10 hit points. Each new Raremon has hit points
equal to half the original Raremon's, rounded down.
New Raremon are one size smaller than the original
Raremon.
Blade Dash (Costs 3 Actions). Samudramon moves
up to his speed without provoking opportunity
attacks, then makes one attack with
Chrysanthemum & Phosphorus. He can inflict
Bladed Armor at half damage against any creature
he moves past.
Tail Blade (Costs 2 Actions). Scorpiomon makes
Fling. Scorpiomon uses Fling. one Tail Blade attack.

Shima-Gallop. Melee Weapon attack: +7 to hit,


Attack. ShimaUnimon makes a Striped Blaster, reach 5 ft, one target. Hit: 13 (2d8+4) bludgeoning
Shima Corn Thrust, or Healing Touch attack. damage.
during this move, the creature must make a DC 21
Dexterity saving throw. If the saving throw
Burrow Down
succeeds, (Costs 2 is
the creature Actions).
pushed SkullScorpiomon
5 feet away from
can dig up to half of its movement
SkullMammothmon. If the saving throw speed.fails, that
SkullScorpiomon can make a Dexterity
creature is knocked prone, and SkullMammoth(Stealth)can Retreating Strike (Costs 3 Actions).
check after moving. All creatures that
make a Grand Charge attack against it. saw SkullScorpiomon moves up to its movement speed
SkullScorpiomon burrow underground with a without provoking opportunity attacks. Before the
passive Perception above SkullScorpiomon's move, SkullScorpiomon can make one Chela Crunch
Dexterity (Stealth) check know its location. attack.

Yellow. The sphere transforms into disk after


leaving Vikaralamon's mouth. The disk lasts for up
to 1 minute or until Vikaralamon dismisses it as an
action. The disk
Uni-Gallop. canWeapon
Melee hold up attack:
to 1,000+7pounds and
to hit, reach
Attack. Unimon makes a Holy Shot, Unicorn Thrust, move anywhere
5 ft, one there
target. Hit: 11is(2d6+4)
no obstruction as long as it
bludgeoning
Blue. The sphere
or Healing attack. onto a creature within 60 Nightmare
Touch latches remains
damage.within Claw100
(Costs
feet2ofActions). Melee Weapon
Vikaralamon.
attack: +16 to hit, reach 15 ft, one
feet of Vikaralamon. The creature must make a DC Vikaralamon moves the disk as a bonus action target. Hit: 17
and
Tyrant Savage Attack. VenomMyotismon makes
16 Strength saving throw or be restrained by the a (2d8+8) slashing damage plus 27 (6d8) necrotic
can use it to carry cargo, make a bridge, or lift
melee
blue attack
Bao Ran with
until Tyrant Savage.
the start damage. as high as the disk can reach. Creatures
of Vikaralamon's next creatures
turn. can ride on the disk but cannot be pushed by it.
Digimon AncientSphinxmon <- Choose from drop-down list
Its CR 17 <- Some Digimon have more than one entry in Monster Manual, so be sure the CR matches
Digimon should be sorted by CR #, then alphabetically under drop-down list
Stat Block
AncientSphinxmon
Huge monstrosity
Level: Mega
Armor Class 17
Hit Points 199 (19d10+95)
Proficiency Bonus +6
Speed 40; fly 60
STR 22 6 INT 16 3
DEX 10 0 WIS 18 4
CON 20 5 CHA 23 7

Saving Throw(s) DEX +6, CON +11, INT +9, WIS +10
Skills Arcana +9, Perception +10, Religion +15

Vulnerabilities

Resistances

psychic; bludgeoning, piercing, and


Damage Immunities
slashing from nonmagical attacks

Condition Immunities charmed, frightened

Senses Truesight 120 ft


Languages Common, Sphinx, and a third language
CR 17

Magic Weapons. AncientSphinxmon's attacks are considered


magical.

Inscutable. AncientSphinxmon is immune to any effect that would


sense its emotions or read its thoughts, as well as any divination
spell that it refuses. Wisdom (Insight) checks made to ascertain
AncientSphinxmon's intentions or sincerity have disadvantage.

Multiattack. AncientSphinxmon makes two claw attacks.


Actions

Claw. Melee Weapon attack: +12 to hit, reach 5 ft, one target. Hit:
17 (2d10+6) slashing damage.

Dark Blast (3/day). Each creature within 500 feet of


AncientSphinxmon and able to hear it roar must make a saving
throw. Each creature makes a DC 18 Constitution saving throw. On
a failed save, a creature takes 33 (6d10) thunder damage. On a
successful save, a creature takes half as much damage. In addition,
up to two creatures of AncientSphinxmon's choice takes an
additional 11 (2d10) fire damage.

Necro Eclipse (Recharge 6). Melee or Ranged Spell attack, reach 5 ft


or range 35 ft, one target. The target creature must make a DC 18
Constitution saving throw. On a failed save, the target creature is
encased in pure magical darkness, takes 55 (10d10) necrotic
damage, and is restrained for 1 minute. On a successful save, the
target creature takes half as much damage. If the target creature is
knocked unconscious from this attack, it has disadvantage on death
saving throws.
Legendary Actions. AncientSphinxmon 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. AncientSphinxmon regains
spent legendary actions at the start of his turn.

Claw Attack. AncientSphinxmon makes one claw attack.

Necro Eclipse (Cost 3 Actions). When a creature enters a space


within 10 feet of AncientSphinxmon, it makes a Necro Eclipse
attack against that creature. AncientSphinxmon cannot use this
legendary action if it is still recharging.
be sure the CR matches what you want

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