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Wildmon World (DW Hack)

The document outlines gameplay mechanics for bonding, battling, capturing, healing, and feeding Wíldmon, emphasizing the importance of care and strategy. Players can bond with two Wíldmon at a time, manage their health and energy through various methods, and utilize a Universal Capture Orb for capturing Wíldmon. Additionally, it details XP gain and leveling systems, along with advanced moves for trainers and their Wíldmon.

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Layth Taylor
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0% found this document useful (0 votes)
46 views83 pages

Wildmon World (DW Hack)

The document outlines gameplay mechanics for bonding, battling, capturing, healing, and feeding Wíldmon, emphasizing the importance of care and strategy. Players can bond with two Wíldmon at a time, manage their health and energy through various methods, and utilize a Universal Capture Orb for capturing Wíldmon. Additionally, it details XP gain and leveling systems, along with advanced moves for trainers and their Wíldmon.

Uploaded by

Layth Taylor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Special Moves new Wíldmon to bond with (rember 2 at a time)

Dual Partner Wíldmon Battle Move: “Command”


When you set out on a journey, you may choose up to 2 Wíldmon to bond with at a time but can · When you command your Wíldmon to perform an action in battle, roll+Stat
carry 4 with you. But You can only battle with 1 Wíldmon at a time. o Strength for brute force or power actions (e.g., charging, smashing).
· Managing Wíldmon: Your Wíldmon are your companions and not mere tools. You o Dexterity for speed or precision (e.g., dodging, striking quickly).
must take time to care for them, train them, and ensure they are prepared for the o Constitution for endurance or resilience (e.g., taking a hit, holding
challenges ahead. While traveling or when not in battle, you may choose to switch ground).
between the 2 Wíldmon you carry. o Intelligence for strategic or tactical moves (e.g., positioning, exploit-
· Switching in Battle: If you wish to swap your active Wíldmon for the other ing weaknesses).
during a battle, this counts as a free action, but only once per battle. If you do so, o Wisdom for instinctive or experienced actions (e.g., anticipating
the other Wíldmon cannot attack until their next turn. enemy moves, reacting quickly).
· Battle Companion: Your Wíldmon each have their own strengths, weaknesses, o Charisma for rallying or inspiring (e.g., boosting morale, intimi-
and personality. Your choice of who battles when is influenced by their traits and dating).
abilities. Some Wíldmon may even have preferences on when they want to fight · On a 10+, your Wíldmon performs the action perfectly, and you gain an addi-
or may refuse to participate under certain conditions (such as if they’re injured tional advantage (choose one):
or exhausted). o You gain +1 forward on your next action.
· Transfer: Each region has Guild Hall a Wíldmon Trainers Guild Hall and each o You take +1 to damage or gain +1 Armor for the next turn.
player has a specific storage slot for when they are in that region that they can o The enemy is off-balance, giving you an advantage for the next
put up to a certan amount of move.
o Starting region: only 4 can be stored in the hall for the Players · On a 7-9, your Wíldmon performs the action, but there’s a complication:
o 2nd region: only 8 can be stored in the hall for the Players o The action takes longer than expected, leaving you open to a coun-
o 3rd region: only 12 can be stored terattack.
o 4th region: only 16 can be stored o The Wíldmon is momentarily off-balance or weakened by the action.
o Final region: 20 can be stored and more sent to the champrions home o You must sacrifice something (e.g., a Wíldmon takes damage, or you
(reward for winning can store up to 40) leave yourself exposed).
The guild will Transfer the Players stored Wíldmon when they move to a · On a 6-, the Wíldmon fails to perform the action as commanded, and the GM
new region chooses a consequence (e.g., the Wíldmon takes damage, the enemy takes advan-
· Bond: Players can only bond with 2 Wíldmon at a time tage of the failure, etc.).
o The players can spend 1 hour when at camp in the feild and chose a

Universal Capture Orb


Tags: Container, Universal
Effect: When used on any Wíldmon, roll +Wisdom. The success is determined by the following chart based on the Wíldmon’s evolution stage:
Result Basic Wíldmon Stage 2 Wíldmon Stage 3 Wíldmon
10+ Captured successfully. Captured successfully. Captured successfully.
7-9 Captured, but with struggle. Resists capture, causing harm or Resists capture, may counterattack.
escape attempt. Orb is damaged. Orb is destroyed.
6 or lower The orb fails to capture, and The orb fails. The Wíldmon The orb fails spectacularly; the
the Wíldmon escapes. The orb is escapes or attacks. Wíldmon retaliates and the orb is
destroyed. destroyed.
Capture Difficulty by Evolution Stage:
Each Wíldmon’s stage affects the baseline roll required for a successful capture:
· Basic Wíldmon (Stage 1):
o 75% chance of capture (roll 7+).
· Stage 2 Wíldmon:
o 50% chance of capture (roll 9+).
· Stage 3 Wíldmon:
o 30% chance of capture (roll 10+).
Wíldmon Resistance and Consequences:
· On a 7-9 roll, Wíldmon may struggle, damaging the orb and potentially causing harm to the trainer or other Wíldmon.
· On a 6-, the Wíldmon breaks free, and higher-stage Wíldmon may attack the trainer or flee entirely.
Cost: 10 coin
A flexible and versatile tool for trainers, the Universal Capture Orb offers fair chances to capture Wíldmon across all stages but requires skill, luck, and preparation to use effectively.
Healing Wíldmon
Wíldmon recover HP and energy in several ways, and how you approach healing depends on your resources and circumstances.
Healing Methods:
1. Healing Items
o Wíldmon Potions:
Simple and fast, potions are a staple for healing Wíldmon. They are consumable items with defined healing properties based on their quality.
Potion Cost Healing Effect Description
Basic Wíldmon Potion 5 coin Restore 1d6 HP A small vial of glowing liquid.
Advanced Wíldmon Potion 10 coin Restore 2d6 HP Bright liquid in a sturdy glass vial.
Max Wíldmon Potion 20 coin Fully restore HP A rare potion with swirling colors.
Type-Specific Salve 15 coin Restore 1d8 HP (specific Ointments crafted from rare plants or
types) materials.
Healing Kits:
A reusable item used outside of battle. Healing Kits can stabilize or lightly restore HP. Requires Wisdom to use effectively.
 Cost: 15 coin
 Effect: Restore 1d4 HP or stop a condition like “Bleeding” or “Burned.”
2. Spells or Magical Healing
Healing magic or divine spells used by the trainer or an ally can also heal Wíldmon. For example:
o Cure Light Wounds: Restores 1d8 HP to one Wíldmon.
o Bless: Removes a debuff or condition affecting a Wíldmon.
3. Natural Recovery (Rest)
Wíldmon recover 2 HP per hour of rest, and full recovery is possible with a long rest (at least 6 hours).

Feeding Wíldmon
Wíldmon require food to stay healthy and in peak performance. Neglecting to feed them can lead to fatigue or penalties during battles.
Food Mechanics:
· Rations Per Day:
Each Wíldmon requires 1 ration per day to avoid penalties. Rations can be carried, bought, or gathered in the wild.
· Specialty Foods:
Certain Wíldmon types thrive on specific foods, granting small bonuses when fed appropriately. For example:
o Fire Wíldmon: Gains +1 to damage rolls if fed spicy berries.
o Water Wíldmon: Restores 1 additional HP during rest if fed fresh fish.
· Effects of Hunger:
If a Wíldmon goes without food:
o Day 1: -1 ongoing to all rolls.
o Day 2: Cannot use special moves.
o Day 3: Becomes Exhausted and unusable until properly fed and rested.
Food Items:
Item Cost Effect
Wíldmon Ration Pack 3 coin Standard meal for any Wíldmon.
Type-Specific Treats 5 coin Grants +1 to rolls or restores 1 HP for a specific type (e.g., Air, Fire).
Rare Gourmet Food 15 coin Fully replenishes hunger and grants +1 forward on a roll.
Foraged Berries Free If gathered successfully, restores 1 HP and satisfies hunger.
Resting Wíldmon · Each level grants specific bonuses and upgrades, depending on the progression
Resting is essential for Wíldmon to recover energy, heal, and maintain fighting ability. table below.
Rest Mechanics: · The player rolls 2d6 + WIS when performing training.
· Short Rest (1–2 hours): o 10+: Level up immediately, gaining the associated stat increases.
o Restores 1d4 HP. o 7–9: Level up but with an additional challenge or cost.
o Can regain one use of a type-specific move. o 6-: Training fails, and something unexpected happens (e.g., the
· Long Rest (6–8 hours): Wíldmon temporarily loses a move or takes stress).
o Fully restores HP and abilities.
o Removes any negative conditions like Fatigued or Burned. Evolution Rules
Special Rest Locations: · Stage 2 Evolution (Level 4):
Certain locations provide enhanced rest benefits: o The Wíldmon’s appearance changes to reflect growth and mastery
1. Wíldmon Sanctuaries: over its type.
o Fully restores HP and moves for free. o Gain a new move related to its type or role.
o Removes status conditions. o Stats and armor increase based on the table.
2. Trainers’ Camps: o Unlock a new type-specific ability or upgrade a passive one.
o Requires a campfire and food rations. · Stage 3 Evolution (Level 8):
o Heals 1d6 HP per Wíldmon and restores one move use. o The Wíldmon reaches its final form, boasting a dramatic new
3. Inn or Lodging: appearance.
o Costs 5–10 coin per night. o Gain a powerful, ultimate move (e.g., area-of-effect attack, status
o Fully restores HP, moves, and removes conditions. effect, or healing).
o Stats increase significantly.
Effects of Exhaustion o Unlock a unique, final passive ability or immunity tied to its type
Wíldmon who are not rested between battles or are overworked suffer penalties: or theme.
· Fatigued: -1 to all rolls.
· Exhausted: Cannot participate in battle until fully rested (6+ hours). How Wíldmon Earn XP
During Game Play and you roll for your Wíldmon and get a 6 or below on the restult they
gain ONE XP
Wíldmon XP Gain System
Wíldmon level up by gaining XP through battles, quests, and roleplay moments. XP is tied to At the end of session ask the following questions about your wíldmon
meaningful actions that reflect their growth and bond with the trainer. • Did you and your Wildmon grow or strengthen your bond through your actions today?
• Did your Wildmon overcome a difficult challenge or learn something new?
Wíldmon Level-Up System • Did your Wildmon contribute to the story in a meaningful or memorable way?
Starting Stats for Wíldmon (Level 0): For each yes on the questions mark ONE XP for your Wíldmon
· HP: 5–10 (set during creation)
· Damage: d4
· Armor: 0
· Moves: 2 starting moves (depending on type)
· Abilities: 1 unique passive ability or trait

Level-Up Progression (Levels 0–10)


General Rules for Leveling:
· Wíldmon gain a level by meeting training milestones or through significant battle
victories.

XP Thresholds for Leveling Up


· Wíldmon level up once they reach the required XP threshold below. XP resets after leveling up. Level-Up Progression (with XP)
Level XP to Level Up Level HP Damage Armor Move/Stat Gain
0 -1 5 XP 0 5–10 d4 0 2 starter moves, 1 passive ability
1 -2 10 XP 1 +2 HP d4 +0 +1 to any stat or gain a new type-specific move
2 -3 15 XP 2 +2 HP d6 +0 Gain 1 armor
3 -4 20 XP 3 +2 HP d6 +1 +1 to any stat or unlock a utility move (e.g., escape)
4 -5 25 XP 4 +2 HP d6 +1 Evolve to Stage 2 (new look, upgraded moveset)
5 -6 30 XP 5 +3 HP d8 +1 +1 to any stat
6 -7 35 XP 6 +3 HP d8 +2 Gain a powerful ability tied to type or role
7 -8 40 XP 7 +3 HP d8 +2 +1 to any stat or improve an existing move
8 -9 45 XP 8 +4 HP d10 +2 Evolve to Stage 3 (final form, new look, ultimate
9 -10 50 XP moves)
9 +4 HP d10 +3 +1 to any stat
10 +5 HP d12 +3 Learn a signature move or gain a type immunity
Key Notes for XP and Roleplay Advanced Moves
1. Training and Bonding: Trainers are encouraged to roleplay training sessions Barbarian
with their Wíldmon, deepening the narrative bond. These can grant XP and allow Pack Tactics
players to develop custom moves or abilities. · When your creature attacks an enemy you’re also fighting, its attack deals an
2. Dynamic XP Awards: The GM should adjust XP rewards based on player additional +1d4 damage.
creativity and engagement during encounters. Roar of Dominance
3. Dungeon World Bonds and XP: Trainers can create bonds with their Wíldmon. · When your creature lets out a terrifying roar to intimidate foes, roll+STR:
At the end of the session, resolving a bond or progressing it in a meaningful way o 10+: All enemies in the area hesitate or retreat, and your creature
can grant 1 XP. deals +1d6 damage on its next attack.
4. When it comes to Gaining stat on your Wíldmon: Add +1 to one of the following o 7-9: Enemies hesitate, but one targets your creature in a frenzied
stats (up to a max of +3): counterattack.
1. Strength (STR): Increases physical power for moves. o 6-: The roar provokes all enemies to attack your creature.
2. Dexterity (DEX): Improves agility and dodging.
3. Constitution (CON): Boosts endurance and resistance to harm.
4. Intelligence (INT): Sharpens decision-making for strategic battles. Fighter
5. Wisdom (WIS): Enhances intuition and perception in fights. Defensive Coordination
6. Charisma (CHA): Strengthens the bond with the trainer, aiding · When you command your creature to guard an ally, they both gain +1 armor for
commands. as long as they defend.
When you have to roll with your Wíldmon use your stats and add your Wíldmons
Unyielding Guard
upgraded stats.
5. Legendary rules: Start at what level your Highest Wíldmon is and they get a 4 · When your creature stands its ground to protect an ally or you, it gains +2 armor
Rating for armor. until it moves or attacks. If it successfully defends against a blow, it deals damage
equal to its attack die to the attacker.
Starting Moves
Barbarian Ranger
Beastly Fury Eagle Eye Bond
· When your creature strikes with unrelenting aggression, roll+STR: · When you and your creature attack from a distance, roll+WIS:
o 10+: Double the creature’s damage dice. o 10+: Your attacks strike simultaneously for maximum effect.
o 7-9: Deal normal damage but expose the creature to harm. o 7-9: Both attacks land, but the enemy retaliates.
o 6-: The creature lashes out wildly, missing its mark and endangering Tracking Companion
itself or others. · When your creature hunts or tracks a target, roll+WIS:
Fighter o 10+: Your creature finds the target swiftly, and you gain +1 forward
Battle Bond against it.
· When you and your creature work in perfect tandem, roll+STR: o 7-9: The target is found, but it is prepared for a confrontation.
o 10+: Your attack and the creature’s hit simultaneously. Add +1 o 6-: The target ambushes you, catching you off guard.
damage to both. Cleric
o 7-9: Both attacks land, but one of you is left exposed to a counter. Healing Touch
o 6-: You accidentally hinder each other, and the enemy takes advan- · When you heal your creature, you may transfer some of its pain to yourself. Heal
tage. the creature for 2d6 HP, but take 1d6 damage yourself.
Ranger Divine Guidance
Kindred Spirits · When your creature carries out a task blessed by your deity, roll+WIS:
· Your bond with your creature enhances both of you. When you fight alongside o 10+: The creature completes the task and is protected from harm.
your creature, roll+WIS: o 7-9: The creature succeeds, but divine energy draws attention or
o 10+: You and your creature gain +1 ongoing for all rolls during this exacts a toll.
combat. o 6-: The blessing falters, causing harm to the creature or inviting
o 7-9: Gain +1 ongoing, but the creature draws unwanted attention. divine wrath.
o 6-: The creature hesitates, leaving an opening for the enemy. Wizard
Cleric Elemental Infusion
Blessed Protector · When you imbue your creature with an elemental typing (Fire, Water, etc.),
· When you channel divine energy to protect your creature, roll+WIS: roll+INT:
o 10+: Reduce incoming damage to your creature by half for the next o 10+: The creature gains a temporary elemental attack and resistance
two attacks. for the rest of the battle.
o 7-9: Halve one attack’s damage, but your divine energy leaves you o 7-9: The infusion works, but it leaves the creature fatigued (-1
vulnerable. ongoing).
o 6-: Your protection falters, and the creature takes full damage. Mystic Familiarity
Wizard · When your creature performs an attack or action enhanced by your arcane
Arcane Synergy knowledge, roll+INT:
· When you enhance your creature with magic, roll+INT: o 10+: The action is devastatingly effective, and the creature’s next
o 10+: The creature’s next action is amplified, adding an additional move gains +1 ongoing.
effect (e.g., more damage, AoE, status effects). o 7-9: The action works, but the magic drains the creature, causing it
o 7-9: The creature gains the enhancement but is briefly weakened to take -1 forward.
afterward. o 6-: The arcane energies backlash, harming you or the creature.
o 6-: The magic misfires, causing harm to the creature or an ally.
Advanced Moves
Bard Sneaky Coordination
Starting Move · When your creature distracts an enemy, gain +1 forward to any attack or trick
Inspiring Command you attempt against that target.
· When you use music or words to inspire your creature, roll+CHA: Shadowbond
o 10+: Your creature gains +1 forward and deals +1 damage on its next · Your creature becomes adept at stealth. It can hide and reappear to attack with +1
action. damage at the cost of leaving itself open.
o 7-9: Your creature gains the bonus, but it also attracts the attention
of the enemy. Paladin
o 6-: Your creature becomes confused or hesitant, losing its next action. Starting Move
Advanced Moves Divine Protector
Harmony Strike · When you command your creature to protect an ally, roll+CHA:
· When you and your creature work together to strike in rhythm, add +1d4 damage o 10+: The creature successfully shields the ally, intercepting all
to your attack and your creature’s. attacks directed at them for the next round.
Encore Performance o 7-9: The creature protects the ally but suffers half the damage from
· If your creature lands a successful attack, you can perform a quick tune or chant any incoming attacks.
to allow it to immediately act again. o 6-: The creature falters, and both it and the ally are left exposed.
Advanced Moves
Druid Holy Infusion
Starting Move · When you channel divine energy into your creature, it gains +1 armor and deals
Wild Bond +1d6 radiant damage for the next two rounds.
· When you call upon the primal forces to strengthen your creature, roll+WIS: Shield of Light
o 10+: The creature’s next attack is imbued with natural energy, · When your creature defends, it reflects part of the attack back at the enemy,
adding a status effect (burning, entangling, etc.) appropriate to the dealing 1d6 damage.
creature’s type.
o 7-9: The effect occurs, but the creature suffers -1 ongoing for the rest Monk
of the battle. Starting Move
o 6-: The natural forces react unpredictably, causing harm to the Spirit Bond
creature or an ally. · When you meditate to attune to your creature’s spirit, roll+WIS:
Advanced Moves o 10+: You and your creature act in perfect harmony, granting both +1
Feral Surge ongoing for this combat.
· When your creature makes an attack fueled by primal fury, it deals +1d6 damage o 7-9: The bond is formed, but your creature becomes distracted by
but leaves itself open to counterattacks. your focus.
Elemental Harmony o 6-: The bond falters, causing your creature to hesitate.
· If your creature shares a typing with your shapeshifted form, both of you gain +1 Advanced Moves
armor and +1 forward for the duration of the combat. Flurry Strike
· When you and your creature focus attacks on the same target, roll+DEX:
Thief o 10+: Both of you strike rapidly, dealing combined damage equal to
Starting Move your dice plus an additional +1d4.
Ambush Partner o 7-9: The strikes land but leave one of you vulnerable.
· When you and your creature attack from hiding, roll+DEX: Chi Infusion
o 10+: Both attacks deal their damage, and you remain hidden. · You can transfer your chi energy to your creature. It gains +2 to its next action
o 7-9: One attack lands, but the other draws attention. and heals 1d6 HP.
o 6-: The ambush fails, and you are exposed.

Type Weak Against Strong Against


Fire Water Beast, Dark
Water Earth, Air Fire
Earth Air Water, Light
Air Beast, Dark Earth, Fire
Beast Fire, Psychic Air, Abomination
Dark Light, Fae Psychic, Air
Psychic Dark, Beast Earth, Fae
Fae Fire, Psychic Dark, Abomination
Light Dark, Abomination Earth, Water
Abomination Light, Beast Water, Fae
How It Works:
Weak Against: Takes more damage from these types.
Strong Against: Deals more damage to these types.
Wíldmon Starters
Aquira (water) Ignis (Fire) Aeris (Air) Terradon (Earth) Faunox (Beast)

Noctura (Dark) Glowseed (light) Mindorb (Psychic) Pixilume (Fae) Sludgekin (Abomination)

Pebblepaw (fighter) Sparklet (wizard) Shadowrook(Thief ) Glowing (Cleric) Embercub (Barbarian)

Suncub (Paladin) Thornhoof (Ranger) Chimelet (Bard) Saplinga (Druid) Ripplet (Monk)

Playbook specific Starters


EX Balcksmith
Aquira
Type: Water
• HP: 7
• Damage: D4
• Appearance: Aquira is a small, playful aquatic creature resembling
a tiny otter. Its smooth, shimmering fur glistens in the water, and its
large, curious eyes give it an endearing appearance.
•Moves:
Melee Attack: Snap Strike – Uses its webbed paws to deliver a quick
slap. (Deal D4 damage.)
Ranged Attack: Water Jet – Fires a concentrated stream of water.
(Deal D4 damage.)
Special Move: Aqua Shield – Creates a water barrier that provides
+1 Armor for two rounds.

Ignis
•Type: Fire
•HP: 8
•Damage: D4
•Appearance: Ignis is a small, fiery lizard-like Wildmon with glow-
ing ember spots along its body. Its bright orange and red scales make
it appear like a living flame.
•Moves:
Melee Attack: Ember Claw – Slashes with heated claws. (Deal D4
damage.)
Ranged Attack: Flame Burst – Shoots a small burst of fire from its
mouth. (Deal D4 damage.)
Special Move: Heat Wave – Creates a wave of intense heat, causing
enemies to suffer -1 to their next attack roll.

Aeris
Type: Air
•HP: 6
•Damage: D4
•Appearance: Aeris is a light, feathered creature with wiry wings
and bright eyes. It glides effortlessly on gusts of wind, using its agili-
ty to evade attacks.
•Moves:
Melee Attack: Wing Flap – Strikes with its wings to knock enemies
back. (Deal D4 damage.)
Ranged Attack: Wind Slash – Sends a cutting gust of wind at an
opponent. (Deal D4 damage.)
Special Move: Swift Flight – Aeris dodges an incoming attack, gain-
ing +2 to defense for one round.
Terradon
•Type: Earth
•HP: 9
•Damage: D4
•Appearance: Terradon resembles a mix between a tortoise and a
mole, with a hardened, rocky shell and strong limbs built for burrow-
ing.
•Moves:
Melee Attack: Rock Smash – Slams into an enemy with its rocky
shell. (Deal D4 damage.)
Ranged Attack: Pebble Toss – Hurls small rocks at opponents. (Deal
D4 damage.)
Special Move: Burrow – Digs underground to avoid attacks and
emerge for a surprise strike on the next turn.

Faunox
•Type: Beast
•HP: 7
•Damage: D4
•Appearance: Faunox is a nimble, deer-like creature with sleek fur
and small antler-like growths that shimmer with a mystical light.
•Moves:
Melee Attack: Antler Jab – Charges and strikes with its antlers.
(Deal D4 damage.)
Ranged Attack: Wild Shot – Kicks up dirt and debris at a target.
(Deal D4 damage.)
Special Move: Primal Senses – Heightens its awareness, giving it +1
forward on its next attack roll.

Noctura
•Type: Dark
•HP: 8
•Damage: D4
•Appearance: Noctura is a shadowy feline Wildmon with sleek, dark
fur and glowing red eyes. Its body seems to blend into the shadows,
making it hard to spot.
•Moves:
Melee Attack: Shadow Claw – Slashes with dark energy-charged
claws. (Deal D4 damage.)
Ranged Attack: Night Pulse – Sends a wave of dark energy toward
an opponent. (Deal D4 damage.)
Special Move: Night Veil – Envelops the area in darkness, lowering
enemies’ accuracy for the next turn.
Mindorb
•Type: Psychic
•HP: 7
•Damage: D4
•Appearance: Mindorb is a small, floating orb with a glowing core of
psychic energy. It drifts silently through the air, pulsing with mental
power.
•Moves:
Melee Attack: Psychic Slam – Uses telekinetic force to slam into a
foe. (Deal D4 damage.)
Ranged Attack: Mind Ray – Fires a focused beam of psychic energy.
(Deal D4 damage.)
Special Move: Confuse – Sends a pulse of psychic energy that con-
fuses the target, causing them to miss their next action.

Pixilume
•Type: Fae
•HP: 9
•Damage: D4
•Appearance: Pixilume is a tiny, fairy-like creature with shimmer-
ing wings that leave trails of sparkling dust as it flies.
•Moves:
Melee Attack: Wing Swipe – Slashes with its glittering wings. (Deal
D4 damage.)
Ranged Attack: Glitter Burst – Fires a burst of radiant light. (Deal
D4 damage.)
Special Move: Pixie Dust – Releases magical dust that either heals
an ally for 1d4 HP or causes an enemy to become drowsy, reducing
their attack rolls.

Glowseed
•Type: Light
•HP: 8
•Damage: D4
•Appearance: Glowseed is a small, plant-like Wildmon with a glow-
ing bulb at its core that emits a soft, warm light.
•Moves:
Melee Attack: Root Whip – Strikes with glowing roots. (Deal D4
damage.)
Ranged Attack: Radiant Shot – Fires a concentrated beam of light.
(Deal D4 damage.)
Special Move: Photosynthesize – Heals 1 HP after resting for a turn
in sunlight.
Sludgekin
•Type: Abomination
•HP: 9
•Damage: D4
•Appearance: Sludgekin is a small, humanoid figure made of drip-
ping sludge. Its gooey body constantly drips a foul-smelling ooze.
•Moves:
Melee Attack: Slime Smash – Slams into an enemy with its gooey
body. (Deal D4 damage.)
Ranged Attack: Acid Spit – Shoots a glob of corrosive slime. (Deal
D4 damage and reduce the target’s defense by 1.)
Special Move: Slippery Escape – Evades one attack by slipping out
of the opponent’s grip.

Pebblepaw
• Type: Earth/Beast
• HP: 8
• Damage: D4
• Appearance: A stocky, puppy-like creature with stony fur and
glowing amber eyes. Its paws are heavy, like small boulders, leaving
slight dents in the ground as it walks.
• Moves:
Melee Attack: Rock Claw – Strikes with stony claws, leaving
scratches that weaken armor. (Deal D4 damage, temporarily reduce
the target’s Armor by 1 for one round.)
Ranged Attack: Earthbound Smash – Slams the ground, sending
small rocks flying at the enemy. (Deal D4 damage, if in rocky ter-
rain, gain +1 to attack rolls.)
Special Move: Stone Shield – Creates a barrier of rocks around itself,
increasing defense. (Gain +1 Armor for two rounds.)

Sparklet
• Type: Air/Psychic
• HP: 6
• Damage: D4
• Appearance: A small, glowing orb with electric blue energy flicker-
ing around its surface. It hums softly as it floats.
• Moves:
Melee Attack: Static Pulse – Sends a small shockwave to zap an
opponent at close range. (Deal D4 damage, may cause the target to
become briefly stunned.)
Ranged Attack: Shockwave – Releases a mild electric pulse that
affects multiple targets in range. (Deal D4 damage to all nearby
enemies.)
Special Move: Mindlink – Shares thoughts with an ally to boost their
abilities. (Provide +1 forward for spellcasting rolls or other mental
actions for one round.)
Shadowrook
• Type: Dark/Air
• HP: 8
• Damage: D4
• Armor: 0
• Appearance: A sleek, shadowy crow with feathers that shimmer dark purple in moonlight.
Its eyes are sharp, glowing green, and its talons are unnaturally long and curved, perfect for
snatching small objects.
• Moves:
• Melee Attack: Sneak Swipe – Dashes forward and attempts to steal an item
while dealing minor damage. (Deal D4 damage, roll +DEX to determine success.)
o Success: Steals a random item if applicable.
o Miss: The target notices Shadowrook’s attempt, and it suffers a penalty to
evasion for the next turn.
• Ranged Attack: Feather Lash – Strikes from a distance using a quick lash of
sharp feathers. (Deal D4 damage, target must roll to avoid the hit.)
• Special Move: Wing Cloak – Wraps its wings to blend into the shadows, becom-
ing harder to target. (Roll +DEX; Success: Becomes untargetable until the end of the next
turn or until it attacks.)

Glowwing
• Type: Light
• Stage: Basic
• HP: 7
• Damage: D4
• Appearance: A small bird with glowing golden feathers and a gentle
chirp that seems to soothe tension.
• Moves:
• Melee Attack: Beak Strike – Peck at an opponent with a
sharp beak. (Deal D4 damage.)
• Ranged Attack: Blinding Flash – Unleashes a burst of
light to temporarily blind a foe. (Deal D4 damage, target must roll to
avoid being blinded for one turn.)
• Special Move: Soothing Light – Emits a calming light to
heal minor wounds. (Heal 1d4 HP to itself or an ally.)

Embercub
• Type: Fire/Earth
• Stage: Basic
• HP: 9
• Damage: D4
• Appearance: A small, bear-like cub with glowing cracks in its rocky
hide, emitting faint heat.
• Moves:
• Melee Attack: Burning Bite – Inflicts fire damage with a
fiery bite. (Deal D4 fire damage.)
• Ranged Attack: Molten Rock – Hurls a small chunk of
molten rock to deal damage from a distance. (Deal D4 damage, tar-
get must roll to avoid being burned.)
• Special Move: Smash – Breaks through objects or barriers
with brute strength. (Deal D4 damage and destroy barriers or obsta-
cles in the way.)
Suncub
• Type: Light/Beast
• HP: 8
• Damage: D4
• Appearance: A small, golden-furred lion cub with a faint halo of
light above its head. Its eyes glow softly with determination.
• Moves:
• Melee Attack: Claw Strike – Delivers a swift claw attack
with radiant force. (Deal D4 damage.)
• Ranged Attack: Holy Roar – Unleashes a powerful roar to
disrupt an enemy’s focus. (Deal D4 damage, target must roll to resist
being stunned or losing their next turn.)
• Special Move: Protective Light – Summons a barrier of
light to shield an ally. (Grant +1 armor to an ally for one turn.)

Thornhoof
• Type: Beast/Fae
• HP: 7
• Damage: D4
• Appearance: A small, delicate fawn with thorny antlers and green-
ish fur that camouflages it among plants.
• Moves:
• Melee Attack: Vine Whip – Lashes out with thorn-covered
vines to hinder movement. (Deal D4 damage and slow the target’s
movement for one round.)
• Ranged Attack: Thorn Shot – Fires a cluster of thorns from
its antlers. (Deal D4 damage, may cause the target to bleed for one
round.)
• Special Move: Camouflage – Blends into natural sur-
roundings, becoming harder to hit. (Roll +DEX. Success makes
Thornhoof untargetable until it attacks or the next turn.)

Chimelet
• Type: Air/Fae
• HP: 6
• Damage: D4
• Appearance: A tiny, floating bell-like creature with wings that
shimmer like glass. It emits soft, melodic hums.
• Moves:
• Melee Attack: Harmonic Strike – Strikes with a resonant
hum that vibrates through the target. (Deal D4 damage and cause a
brief disorientation.)
• Ranged Attack: Soundwave – Sends a concentrated wave
of sound toward the enemy. (Deal D4 damage with a chance to dis-
rupt the enemy’s focus for one round.)
• Special Move: Soothing Tune – Heal an ally for 1d4 HP
and restore a small amount of energy.
Saplinga
• Type: Earth/Fae
• HP: 8
• Damage: D4
• Appearance: A small, plant-like creature with a tiny sapling sprouting from its back. It
waddles around on stubby legs.
• Moves:
• Melee Attack: Vine Strike – Strikes with small, sharp vines, dealing D4 dam-
age and briefly entangling the target.
• Ranged Attack: Sprout Shot – Fires a burst of plant matter from its sapling,
dealing D4 damage.
• Special Move: Entangle – Wrap enemies in vines, slowing their movement and
hindering their actions for one round.
• Passive Move: Nature’s Shield – Gain +1 Armor when surrounded by plants or
in nature-based environments.

Ripplet
• Type: Water
• Stage: Basic
• HP: 7
• Damage: D4
• Appearance: A small, amphibious creature with a smooth, blue body
and a swirling pattern on its chest that glows faintly.
• Moves:
• Melee Attack: Splash Strike – Uses its amphibious abilities
to strike swiftly with a burst of water, dealing D4 damage.
• Ranged Attack: Focus Splash – A precise water attack that
targets weak spots, ignoring some armor. Deals D4 damage.
• Special Move: Tranquility – Restores 1d4 HP to itself or an
ally, calming both body and mind.

Smeltling
• Type: Fire
• HP: 8
• Damage: D4
• Appearance: A small, quadrupedal creature with rough, coal-like
skin. Its back glows faintly with molten cracks, and its stubby tail
resembles a glowing Hammer . Its head is broad and with glowing
orange eyes.
• Moves:
• Melee Attack: Hammer Tail – Smeltling Swings its Ham-
mer Like tale with its molten jaws, dealing Fire-type damage (D4).
• Ranged Attack: Flare Burst – Releases a burst of fiery
energy, hitting a single target for D4 damage.
• Special Move: Molten Hide – Smeltling’s rough, volcanic
skin reduces incoming damage by 1 until the end of the next turn.
Verdant Plains areana
Wild Wíldmon: Verdant Plains
WATER:

Splashwing
Appearance:
A teal-feathered bird with elegant, glistening tail feathers, sharp
beak, and webbed feet.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Beak Jab (Melee) - Strikes with its sharp beak. (Deal d4
damage.)
2. Aqua Feathers (Ranged) - Fires water-coated feathers.
(Deal d4 damage.)
3. Tidal Dance (Special) - Calls forth a small wave, pushing
foes back. (Knocks enemies off balance.)

Tidecrawler
Appearance:
A small, translucent blue crab with swirling patterns on its shell and
glowing pincers.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Pincer Snap (Melee) - Snaps with its pincers. (Deal d4
damage.)
2. Bubble Jet (Ranged) - Fires pressurized bubbles. (Deal d4
damage.)
3. Shell Splash (Special) - Covers itself in water, briefly
increasing defense. (Reduce incoming damage by 1.)
Rippleback
Appearance:
A sleek, fish-like creature with four stubby limbs and a dorsal fin. Its
blue scales shimmer with watery patterns.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Tail Whip (Melee) - Strikes with its sturdy, finned tail.
(Deal d4 damage.)
2. Water Spout (Ranged) - Shoots a concentrated jet of water.
(Deal d4 damage.)
3. Ripple Pulse (Special) - Sends out a rippling shockwave
that stuns enemies. (Briefly immobilizes foes.)

Snaplet
Type: Water
Stage: Basic
HP: 9
Damage: D4
Appearance:
Snaplet is a small, compact Wildmon resembling a baby alligator,
with a sleek, dark blue-green body.

Moves:
1. Melee Attack: Snap Bite
2. Ranged Attack: Water Jet
3. Special Move: Mud Cloak This move grants Snaplet a tem-
porary defense boost, increasing its HP by +2 for the next two
rounds.

Beavern
Appearance: stout Water-type Wildmon resembling a beaver.
Type: Water
Level: Basic
HP: 8
Damage: D4
Moves:
1. Melee Attack: Tail Slam
2. Ranged Attack: Aqua Spray
3. Special Move: Dam Builder – Beavern slams its tail onto the
ground, creating a temporary water barrier that provides cover
for the next round.
Glistfish (Water Type)
• Appearance: A small, flat fish with shimmering scales that
glisten like crystals when in the water. Its body is streamlined for
quick bursts of speed.
• Type: Water
• Stage: Basic (Stage 1)
• HP: 8
• Damage: d4
Moves
1. Crystal Splash
2. Tide Rush: Quickly dart through water to evade or strike.
3. Glitter Shield: Create a reflective barrier of shimmering
Reduces damage from the next attack by 2.
4. Ripple Sense: Detect movement through vibrations in the
water.Effect: Gain +1 forward to Detect or Avoid Danger checks in
water environments.

Froglet
• Type: Water
• Appearance: Froglet is a small, agile Water-type Wild-
mon with smooth, vibrant blue-green skin that helps it blend into its
aquatic surroundings.
Stats:
• HP: 6
• Damage: D4
• Melee Attack: Leap Strike - Froglet leaps with precision
and strikes with its sharp, webbed feet. Deals D4 damage.
• Ranged Attack: Water Jet - A concentrated blast of water
fired from the mouth, hitting at range. Deals D4 damage.
• Special Move: Tidal Leap - Froglet harnesses the power of
water to jump greater distances, evading attacks or closing the gap. It
may avoid an attack or move faster to an advantageous position.

Splashbass
Type: Water
Stage: Basic Wildmon
Appearance:
Splashbass is a sleek, medium-sized fish resembling a bass, with
smooth, shimmering blue and silver scales that reflect light as it glides
through the water.
Stats:
• HP: 7
• Damage: D4
• Moves:
1. Swift Strike (Close, 1 damage)
2. Ripple Shield (Defend + Disorient, Use on self or others)
3. Wave Surge (Ranged, Disrupt)
AIR:
Windjay
Appearance:
A bright green bird with yellow-tipped wings, glowing feathers, and
a piercing gaze.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Talon Slash (Melee) - Strikes with razor-sharp talons.
(Deal d4 damage.)
2. Feather Burst (Ranged) - Shoots hardened feathers at
enemies. (Deal d4 damage.)
3. Gale Force (Special) - Whips up a strong wind, disrupting
enemies. (Enemies lose balance.)

Aerowing
Appearance:
A dragonfly-like creature with shimmering, translucent wings and a
sleek, segmented body.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Wing Slice (Melee) - Slices with sharp wing edges. (Deal d4
damage.)
2. Wind Sting (Ranged) - Fires a concentrated air blast.
(Deal d4 damage.)
3. Cyclone Dash (Special) - Creates a whirlwind, moving
itself or allies to safety. (Relocate or shield briefly.)

Cloudstalker
Appearance:
A pale, cloud-like creature with long, ribbon-like appendages that
sway as it floats.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Ribbon Lash (Melee) - Whips with its trailing appendages.
(Deal d4 damage.)
2. Air Javelin (Ranged) - Condenses air into a projectile.
(Deal d4 damage.)
3. Mist Veil (Special) - Shrouds itself and allies in fog. (Brief-
ly obscures vision.)
Glidere
Glidere is a graceful, sleek creature resembling a small deer, It has
large, delicate wings sprouting from its back, like those of a bird,.
• HP: 8
• Damage: D4
Moves:
1. Melee Attack: Gentle Horn
2. Ranged Attack: Gale Toss Damage
3. Special Move: Windborne Leap. Effect: For the next round, Gli-
dere can dodge one incoming attack or obstacle without taking
damage.

Whistler
Appearance:
Whistler is a small, slender bird with sleek, pale blue feathers and a
sharply contrasting white underside. Its wings are large and slender
looks like a mocking Bird
• HP: 9
• Damage: D4
Moves:
1. Melee Attack: Beak Strike
2. Ranged Attack: Wind Slash can cause the target to be knocked
back or pushed away from its current position.
3. Special Move: Echoing Song Effect: Whistler releases a high-
pitched song carried on the wind, disorienting all opponents
in the vicinity. It deals D6 damage and lowers the accuracy of
any opponents that are still within earshot for the next round,
causing their attacks to be less precise.

Whiskerpuff
Appearance:
Whiskerpuff is a tiny, delicate Wildmon resembling a small cat, with
soft, silvery fur that almost glows when it moves.
HP: 5
Damage: D4
Moves
1. Melee Attack - Swift Scratch
2. Ranged Attack - Gust Leap Whiskerpuff leaps into the air, re-
leasing a burst of wind from its tail that hits the opponent from
a distance.
3. Special Move - Zephyr Dash Whiskerpuff dashes forward in a
blur, propelled by wind, moving faster than the eye can follow.
Fire:
Emberrobin
Appearance:
A bright red bird with black wings and glowing orange eyes, its
feathers seem to smolder.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Fiery Peck (Melee) - Pecks with a flame-tipped beak. (Deal
d4 fire damage.)
2. Ember Flare (Ranged) - Shoots embers at an enemy. (Deal
d4 fire damage.)
3. Blazing Call (Special) - Emits a burst of flame, damaging
multiple enemies. (Roll +DEX for area damage.)

Ashcrawler
Appearance:
A small, fire-ant-like creature with glowing red joints and smoky
trails as it moves.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Burn Bite (Melee) - Bites with fiery mandibles.
2. fire Burst (Ranged) - Shoots a stream of fire.
3. Ember Trail (Special) - Leaves behind a burning path.
(Enemies crossing it take damage.)

Infernalskink
Appearance:
A sleek, flame-colored lizard with glowing red stripes and a tail that
flickers like a torch.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Tail Swipe (Melee) - Smacks with its flame-tipped tail.
(Deal d4 fire damage.)
2. Lava Spit (Ranged) - Spits molten lava at enemies. (Deal
d4 fire damage.)
3. Inferno Coil (Special) - Coils itself in flames, briefly boost-
ing damage. (Next melee move deals +1 damage.)
Emberchitter
Appearance:
Emberchitter is a small, energetic Wildmon resembling a squirrel,
with fiery orange fur streaked with darker red and yellow highlights
that resemble flames.
• HP: 8
• Damage: D4
Moves:
1. Melee Attack (Flame Claw)
2. Ranged Attack (Spark Toss)
3. Special Move (Ember Dash): Description: Emberchitter dashes
forward with incredible speed, leaving a trail of embers in its
wake. This attack does moderate damage to enemies in its path,
and Emberchitter gains +1 to its next defense roll.

Charvina
Appearance: Charvina is a small, stocky Wildmon resembling a
javelina (wild boar). Its fur is a mix of fiery red and orange, with
streaks of black along its back and legs, making it look as if embers
are constantly glowing under its coat. Its tusks are sharp and black-
ened, radiating heat, and small wisps of smoke rise from its nostrils.
Its eyes gleam with an intense, fiery determination.
HP: 7
Damage: D4
Moves:
• Melee Attack: Ember Charge
• Ranged Attack: Scorched Toss
• Special Move: Wildfire Rush – Charvina rushes forward in
a blaze, creating a wave of fire that sweeps across the area.
Damage: D4 to all enemies in a nearby line, Special: Burn effect for
1d4 rounds.

Emberjack
Appearance:
Emberjack is a small, fiery jackrabbit with bright orange and red fur,
resembling flames licking across its body.
• HP: 10
• Damage: D4
Moves:
1. Melee Attack: Flare Charge
2. Ranged Attack: Ember Shot
3. Special Move: Ignite Leap Effect: Emberjack makes a high leap,
igniting its body in the process, and lands in a fiery explosion.
The leap causes the ground to be scorched in a small area, creat-
ing a lingering fire hazard. It deals D6 damage in a small area
around Emberjack’s landing spot and burns any opponents that
remain in the area.
Earth:
Stonelark
Appearance: A sturdy, earth-colored bird with pebble-like plumage
and a thick, hooked beak.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Rock Peck (Melee) - Strikes with its hardened beak. (Deal d4
damage.)
2. Dust Plume (Ranged) - Kicks up a cloud of dust. (Lowers enemy
accuracy; d4 damage.)
3. Ground Tremor (Special) - Causes small quakes. (Area attack;
roll +STR.)

Mudgrub
Appearance:
A plump, brown grub with a hardened shell and small, earth-covered
legs.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Mandible Crunch (Melee) - Bites with tough jaws. (Deal d4
damage.)
2. Clay Spray (Ranged) - Fires clumps of sticky clay. (Slows
enemies and deals d4 damage.)
3. Earth Barrier (Special) - Erects a small wall of earth.
(Protects allies briefly.)

Mossling
Appearance:
A small, moss-covered salamander-like creature with stumpy limbs
and glowing green eyes.
Stats:
• HP: 9
• Damage: d4
Moves:
1. Mossy Slam (Melee) - Charges with its sturdy body. (Deal
d4 damage.)
2. Rock Spit (Ranged) - Shoots small stones. (Deal d4 dam-
age.)
3. Root Bind (Special) - Summons roots to trap enemies.
(Immobilizes one enemy briefly.)
Buffearth
Appearance: Buffearth is a stout, heavily muscled Earth-type Wild-
mon that resembles a small buffalo.
• HP: 10
• Damage: D4
Moves:
1. Melee Attack: Boulder Charge – Buffearth lowers its head and
charges at its opponent, using its massive body to knock them
down.
2. Ranged Attack: Rock Throw – Buffearth gathers stones in its
mouth and hurls them at its foes from a distance.
3. Special Move: Earth Shield – Buffearth stomps its hooves on the
ground, causing the earth beneath it to rise up and form a small
shield. Effect: Creates a 1-space-high earth barrier that provides
+1 Armor for the next round.

Burrowhop
Appearance:
Burrowhop is a small, stout rabbit-like Wildmon with strong, mus-
cular hind legs and large, digging claws.
HP: 9
Damage: D4
Moves:
1. Melee Attack: Earthbound Thrust
2. Ranged Attack: Dirt Kick
3. Special Move: Underground Dash Effect: Burrowhop digs into
the ground and emerges at a different location within close prox-
imity. This move allows Burrowhop to evade incoming attacks
and position itself strategically for the next move. It increases
Burrowhop’s evasion for the next round.

Rockshell
Appearance:
Rockshell is a small, stout Wildmon resembling an armadillo, with a
tough, rocky shell that covers most of its back and sides.
• HP: 9
• Damage: D4
Moves:
1. Melee Attack (Stone Slam):
2. Ranged Attack (Rock Throw):
3. Special Move (Burrow): Description: Rockshell burrows into
the ground, disappearing underground for one turn. While
underground, it can avoid all attacks and emerges in a new
location, surprising opponents.
Beast:
Featherclaw
Appearance:
A sharp-beaked hawk-like bird with long talons and striped plum-
age.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Talon Strike (Melee) - Swipes with razor talons. (Deal d4
damage.)
2. Swoop Jab (Ranged) - Dives from the air for an attack.
(Deal d4 damage.)
3. Predator’s Cry (Special) - Intimidates enemies with a
screech. (Enemies hesitate.)

Fanglarva
Appearance:
A green, spiked caterpillar with large, intimidating mandibles.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Bite (Melee) - Bites with sharp mandibles. (Deal d4 dam-
age.)
2. Venom Spray (Ranged) - Sprays weak venom. (Poisons for
minor damage.)
3. Barbed Roll (Special) - Rolls into a spiked ball, damaging
foes. (Area damage.)

Gnarlspine
Appearance:
A porcupine-like Wildmon with jagged spines and a sturdy body.
Stats:
• HP: 9
• Damage: d4
Moves:
1. Spine Bash (Melee) - Charges with its spines. (Deal d4
damage.)
2. Quill Volley (Ranged) - Fires quills at enemies. (Deal d4
damage.)
3. Defensive Curl (Special) - Reduces incoming damage by 1
for a turn. (Defense boost.)
Fangbeast
Appearance:
Fangbeast is a small, wiry wolf-like Wildmon with dark, shaggy fur.
Its most prominent feature is its large, sharp fangs that jut out from
its lower jaw, giving it a fierce look.
• HP: 8
• Damage: D4
Moves:
1. Melee Attack (Bite)
2. Ranged Attack (Howl): Fangbeast lets out a high-pitched howl,
summoning a burst of wind to disrupt opponents and confuse
their senses, dealing damage and lowering their defense.
3. Special Move (Pounce): Description: Fangbeast leaps onto its
target, using its momentum to strike with precision and force.
This move has the added bonus of potentially knocking the oppo-
nent back or causing them to lose their balance

Chupacraze
Appearance:
Chupacraze is a small, agile Beast-type Wildmon resembling a
chupacabra with sleek, dark brown skin and sharp, glowing red eyes
that give it an eerie presence.
HP: 10
Damage: D4
Moves:
1. Melee Attack: Razor Claw
2. Ranged Attack: Venomous Spit Effect: Chupacraze spits a foul,
venomous liquid at a target, dealing D4 damage. The venom
causes the target to feel woozy, reducing their attack rolls by 1
for the next turn. If the target fails a Constitution check, they
suffer additional poison damage (D2) for the next two rounds.
3. Special Move: Vampiric Bite Effect: Chupacraze sinks its fangs
into the target, dealing D4 damage. The attack heals Chupacraze
for half the damage dealt (rounded up), restoring its own HP as
it feeds on the life energy of its opponent.

Ramble
Appearance: Ramble is a sleek, muscular creature resembling a big-
horn sheep, but with a more wild, untamed look.
• HP: 10
• Damage: D4
Moves:
1. Melee Attack: Horn Slam
2. Ranged Attack: Swift Kick – With a fast, precise movement,
Ramble uses its hooves to kick dirt and debris at an opponent
from a distance.
3. Special Move: Adrenaline Rush – Ramble taps into its wild in-
stincts, boosting its speed and strength for a short burst.Effect:
For the next round, Ramble gains +2 to its next attack roll.
Shellclaw
Appearance:
Shellclaw is a small,Snapingturttle-like Wildmon with smooth,
greenish-brown scales and a sleek, rounded shell.
• HP: 8
• Damage: D4
Moves:
1. Melee Attack: Claw Strike
2. Ranged Attack: Spinning Shell Effect: Shellclaw spins rapidly,
sending its shell spinning toward the opponent like a projectile.
3. Special Move: Rapid Retreat Effect: Shellclaw quickly retreats
into its shell, increasing its defense for the next turn, lowering
all incoming damage by 1. While retreating, it cannot act, but its
quick thinking allows it to avoid the worst of attacks.

Wild Wíldmon: Twilight Grove


Dark:

Shadowkit
Appearance:
A small, sleek black kitten with faint purple markings on its fur that
seem to shimmer in the dark. Its eyes glow with an eerie yellow light.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Claw Swipe (Melee) - Slashes with sharp claws. (Deal d4
damage.)
2. Shadow Leap (Ranged) - Jumps between shadows to strike
from afar. (Deal d4 damage.)
3. Night Veil (Special) - Shrouds itself in darkness, reducing
visibility for enemies. (Enemies’ next attack has disadvantage.)
Duskbloom
Appearance:
A small, eerie flower with dark petals edged in silver and a glowing
red center. Its roots move like tendrils, allowing it to crawl slowly.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Root Lash (Melee) - Strikes with whip-like roots. (Deal d4
damage.)
2. Petal Burst (Ranged) - Fires razor-sharp petals. (Deal d4
damage.)
3. Lifedrain Bloom (Special) - Absorbs a small amount of
energy. (Recover 1 HP.)

Wraithling
Appearance:
A tiny, ghostly figure with wispy black smoke trailing behind it. Its
glowing violet eyes give it an otherworldly presence.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Phantom Grasp (Melee) - Reaches out with smoky tendrils.
(Deal d4 damage.)
2. Spirit Dart (Ranged) - Shoots a bolt of shadow energy.
(Deal d4 damage.)
3. Fading Form (Special) - Turns semi-transparent, avoiding
harm. (Ignore 1 attack.)

Umbrafang
Appearance:
A bat-like creature with shadowy wings and silver-tipped fangs. Its
body is slim, built for speed and agility in the dark.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Bite Strike (Melee) - Sinks its sharp fangs into an enemy.
(Deal d4 damage.)
2. Echo Screech (Ranged) - Emits a disorienting soundwave.
(Deal d4 damage.)
3. Dark Flight (Special) - Flies into the shadows to dodge.
(Negate 1 attack this round.)
Noctapod
Appearance:
A small, spider-like creature with glossy black legs and a glowing red
symbol on its abdomen. Its webbing shimmers faintly in the dark.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Venomous Bite (Melee) - Bites with poison-tipped fangs.
(Deal d4 damage.)
2. Web Shot (Ranged) - Shoots sticky webs to entangle foes.
(Restrains target for 1 round.)
3. Shadow Cloak (Special) - Covers itself in shadow to avoid
attacks. (Reduce incoming damage by 1.)

Gloomorb
Appearance:
A floating, orb-like creature with a dark, glossy surface that reflects
no light. Its single, glowing green eye gives off an unsettling stare.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Orb Smash (Melee) - Rams into an enemy. (Deal d4 dam-
age.)
2. Eye Beam (Ranged) - Fires a concentrated beam of dark
energy. (Deal d4 damage.)
3. Void Shield (Special) - Surrounds itself with an energy
barrier. (Block 1 attack.)

Nyghtowl
Appearance:
A tiny, dark-feathered owl with silver markings that resemble cres-
cent moons. Its eyes shimmer with an eerie starlight, and its talons
are sharp and gleam like blackened steel. Its wings appear to absorb
light as it flies, blending into the darkness.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Silent Dive (Melee)
2. Moonlit Gaze (Ranged) -
3. Shadow Perch (Special) - Hides in the shadows, gaining
the ability to evade attacks. (Gain +1 to defense for the next round.)
Light:
Luminaut
Appearance:
A tiny, glowing jellyfish-like creature with translucent golden tenta-
cles. It floats gracefully, leaving a faint trail of light.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Tentacle Whip (Melee) - Strikes with glowing tentacles.
(Deal d4 damage.)
2. Light Beam (Ranged) - Fires a concentrated ray of light.
(Deal d4 damage.)
3. Radiant Glow (Special) - Emits a blinding light, disorient-
ing enemies. (Enemies’ next attack has disadvantage.)

Solight
Appearance:
A small bird with shimmering golden feathers and radiant white
eyes. Its wings glow softly, and it emits a soothing warmth.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Beak Peck (Melee) - Jabs with its sharp beak. (Deal d4
damage.)
2. Sun Flare (Ranged) - Releases a burst of light energy.
(Deal d4 damage.)
3. Healing Rays (Special) - Restores minor injuries. (Recover
1 HP.)

Glowvine
Appearance:
A tiny, vine-like creature with glowing yellow leaves and a pulsating
core that emits soft light. It slithers along the ground gracefully.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Vine Whip (Melee) - Strikes with glowing vines. (Deal d4
damage.)
2. Seed Burst (Ranged) - Launches radiant seeds. (Deal d4
damage.)
3. Solar Shield (Special) - Absorbs sunlight, reducing dam-
age. (Reduce incoming damage by 1.)
Shinelamb
Appearance:
A fluffy lamb with a glowing white fleece that sparkles like starlight.
Its small horns are golden and emit a faint hum of energy.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Headbutt (Melee) - Charges forward to strike. (Deal d4
damage.)
2. Luminous Shock (Ranged) - Releases a spark of light ener-
gy. (Deal d4 damage.)
3. Fleece Glow (Special) - Glows brightly, providing a protec-
tive aura. (Allies take 1 less damage for 1 turn.)

Aurabit
Appearance:
A small, rabbit-like creature with fur that shimmers in rainbow hues.
Its ears are long and tipped with glowing yellow patterns.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Ear Strike (Melee) - Swings its glowing ears to attack.
(Deal d4 damage.)
2. Light Pulse (Ranged) - Fires a wave of soft, glowing ener-
gy. (Deal d4 damage.)
3. Prism Shield (Special) - Creates a protective rainbow bar-
rier. (Block 1 attack.)

Gloworb
Appearance:
A floating, spherical creature with a golden surface that reflects light
brilliantly. Its core pulses with warm, radiant energy.it has cute eyes
in the middle
Stats:
• HP: 6
• Damage: d4
Moves:
1. Shine Slam (Melee) - Slams into foes with its glowing body.
(Deal d4 damage.)
2. Radiant Burst (Ranged) - Emits a powerful flash of light.
(Deal d4 damage.)
3. Blinding Flash (Special) - Temporarily blinds all nearby
enemies. (Enemies’ next attack has disadvantage.)
Psychic:
NeuroRat
Appearance:
A sleek, rodent-like creature with a glowing third eye on its forehead.
Its fur shimmers in soft purple and its tail is long and tipped with a
faintly glowing sphere.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Mind Scratch (Melee) - Slashes with psychic-charged
claws. (Deal d4 damage.)
2. Psywave (Ranged) - Emits a wave of psychic energy. (Deal
d4 damage.)
3. Mind Link (Special) - Grants a teammate +1 to their next
roll.

Wisppaw
Appearance:
A small, feline creature with sleek lavender fur and glowing white
lines running along its legs. Its large ears pick up subtle mental
waves, and its eyes shine faintly.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Claw Strike (Melee) - Attacks with its sharp claws. (Deal
d4 damage.)
2. Astral Swipe (Ranged) - Sends out an arc of psychic ener-
gy. (Deal d4

Mindvine
Appearance:
A small, snake-like creature with glowing markings along its sides
and a smooth, gem-like crest atop its head that pulses faintly with
psychic energy.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Tail Strike (Melee) - Hits with its strong, glowing tail.
(Deal d4 damage.)
2. Psy Spit (Ranged) - Fires a focused blast of psychic energy.
(Deal d4 damage.)
3. Focus Field (Special) - Creates a shield, reducing incoming
damage by 1.
Mindtails
Appearance:
A small, shadowy fox-like creature with luminous spots on its body.
Its bushy tail glows faintly at the tip, and it moves with an eerie,
silent grace.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Shadow Bite (Melee) - Bites with enhanced psychic force.
(Deal d4 damage.)
2. Mind Pulse (Ranged) - Sends a burst of mental energy.
(Deal d4 damage.)
3. Veil Shift (Special) - Cloaks itself, avoiding one attack.

Echolet
Appearance:
A small, bat-like creature with wide, glowing ears and a smooth,
dark purple body. Its wingtips pulse with faint psychic energy as it
hovers silently in place.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Wing Flurry (Melee) - Attacks with rapid wing strikes.
(Deal d4 damage.)
2. Echo Blast (Ranged) - Releases a wave of psychic sound.
(Deal d4 damage.)
3. Mental Scream (Special) - Stuns an enemy for 1 turn.

Loomling
Appearance:
A small, floating creature with a smooth, rounded body and two long,
glowing tendrils. Its soft body appears semi-transparent, pulsing
with psychic light.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Tendril Whip (Melee) - Attacks with its glowing tendrils.
(Deal d4 damage.)
2. Orb Blast (Ranged) - Fires a condensed ball of psychic
energy. (Deal d4 damage.)
3. Phase Shift (Special) - Briefly becomes intangible, avoid-
ing damage.
Fae:
Pixprite
Appearance:
A tiny, FArrie-like creature with glowing, lavender skin and thin,
wisp-like tails that flicker like candlelight. Its big, curious eyes are
luminescent.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Swipe (Melee) - Slashes with its tiny claws. (Deal d4 dam-
age.)
2. Glimmer Shot (Ranged) - Fires a beam of fae light. (Deal
d4 damage.)
3. Whimsy Shift (Special) - Gains +1 to its next attack roll.

Willabit
Appearance:
A small, chubby rabbit-like creature with soft, pink fur and shim-
mering golden tufts around its ears and tail. Tiny star-like spots
glow faintly along its back.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Twinkle Tackle (Melee) - Bounces forward to deliver a
magical strike. (Deal d4 damage.)
2. Fairy Spark (Ranged) - Shoots a small, shimmering blast
of energy. (Deal d4 damage.)
3. Enchanted Leap (Special) - Hops to evade one attack.

Bloomette
Appearance:
A small, plant-like creature with petal-shaped ears and a flower bud
on its back that glows faintly in pastel colors. Its body is smooth and
green.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Petal Flick (Melee) - Strikes with its sharp petal-like ears.
(Deal d4 damage.)
2. Pixie Pollen (Ranged) - Sprays sparkling pollen to deal
damage. (Deal d4 damage.)
3. Bloom Shield (Special) - Briefly increases defense by 1.
Glimwhisk
Appearance:
A small, sleek cat-like creature with pale silver fur that glimmers in
the light. Its long, flowing whiskers sparkle faintly, and its tail curls
elegantly.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Whisker Strike (Melee) - Swipes with its glowing whiskers.
(Deal d4 damage.)
2. Fairy Flicker (Ranged) - Fires a quick burst of fae light.
(Deal d4 damage.)
3. Mystic Prowl (Special) - Moves silently to avoid one at-
tack.

Shybell
Appearance:
A small, bell-shaped creature with a smooth, porcelain-like body that
softly glows in the dark. It floats gently, chiming melodiously as it
moves.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Chime Strike (Melee) - Strikes with a sharp, ringing sound.
(Deal d4 damage.)
2. Harmonic Wave (Ranged) - Sends out a wave of sound
energy. (Deal d4 damage.)
3. Soothing Chime (Special) - Heals itself or an ally for 2 HP.

Sparkleye
Appearance:
A tiny, owl-like creature with large, glittering eyes that seem to glow
in rainbow hues. Its feathery wings have a faint sparkle that leaves a
shimmering trail.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Glint Peck (Melee) - Pecks with its sharp beak. (Deal d4
damage.)
2. Rainbow Gleam (Ranged) - Shoots a rainbow-colored
beam of light. (Deal d4 damage.)
3. Dazzling Flight (Special) - Confuses an opponent, giving it
-1 to its next roll.
Abbomination:
Fleshrip
Appearance:
A small, malformed creature with a soft, pinkish skin that seems to
bubble and stretch unnaturally. It has several sets of mismatched
limbs. Its face is an unsettling blend of multiple eyes and a mouth
that constantly shifts.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Blade Tear (Melee) - Slashes with a sharp, shifting limb.
(Deal d4 damage.)
2. Fleshwave (Ranged) - Sends out a blast of pulsating flesh
that hits from a distance. (Deal d4 damage.)3. Visceral Shift (Spe-
cial) - Causes its body to stretch and contort, making it harder to hit.
(Gain +1 to defense for the next round.)
Slinkmire
Appearance:
A slimy, small creature with a dark, iridescent body that glistens
with an oily sheen. It moves by sliding along the ground, leaving
behind a trail of viscous fluid that pools and bubbles as it moves. Its
head has a single, large eye surrounded by organic tendrils.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Slime Lash (Melee) - Whips its body with an extendable
slime tendril. (Deal d4 damage.)
2. Acid Drip (Ranged) - Spits a corrosive droplet that eats
through armor.
3. Goo Shield (Special) - Creates a protective layer of slime,
reducing incoming damage. (The next attack against you deals 1 less
damage.)
Warpling
Appearance:
A small, shifting blob with a central mass of translucent skin that
glows with unstable, swirling energy. Its form is constantly changing,
with limbs and appendages briefly forming before collapsing back
into its core. It floats slightly above the ground, leaving ripples in the
air as it moves.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Phase Strike (Melee) - Phases part of its body into solid
form to strike. (Deal d4 damage.)
2. Energy Flux (Ranged) - Shoots a wave of unstable energy
that disrupts the air. (Deal d4 damage.)
3. Form Shift (Special) - Quickly shifts its form, dodging the
next attack. (Gain +1 to defense for the next round.)
Gloomblob
Appearance:
A small, amorphous creature made entirely of shifting, dark ooze
that constantly bubbles and oozes in random patterns. Its form is
semi-solid, and it has faintly glowing, unsettling eyes that appear as
if within the depths of its gelatinous body.
Stats:
• HP: 9
• Damage: d4
Moves:
1. Blubber Smash (Melee) - Slams with a portion of its gelati-
nous body. (Deal d4 damage.)
2. Acid Spurt (Ranged) - Fires a burst of acidic ooze. (Deal
d4 damage, and the target takes -1 to their next attack roll.)
3. Absorb (Special) - Draws in ambient energy, healing itself.
(Restore 2 HP.)

Zygor
Appearance:
A small, hulking creature with a distorted body. It has multiple limbs
sprouting from different parts of its body, and its face is a hideous
amalgamation of eyes and a mouth that doesn’t stop twitching. The
creature’s body glows with erratic, flickering lights.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Disjointed Strike (Melee) - Attacks with a rapid, unpre-
dictable flurry of limbs. (Deal d4 damage.)
2. Shock Pulse (Ranged) - Releases a burst of erratic energy.
(Deal d4 damage, and the target suffers -1 to their next roll.)
3. Body Twists (Special) - Warps and contorts its form, mak-
ing it harder to hit. (Gain +1 to defense for the next round.)

Wretchling
Appearance:
A small, disfigured creature that seems to be constantly in a state of
internal struggle. Its skin is a strange, fleshy color that constantly
bubbles and shifts, and it has twisted, malformed appendages that
end in sharp, jagged protrusions.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Jagged Strike (Melee) - Attacks with a jagged, mutated
appendage. (Deal d4 damage.)
2. Wretch Spit (Ranged) - Shoots a corrosive, mutagenic spit.
(Deal d4 damage, and the target suffers -1 to their next defense roll.)
3. Mutate (Special) - Mutates part of its body to shield itself.
(The next incoming attack against it deals 1 less damage.)
Wild Wíldmon: Stormrise Highlands

Tideplume (Water) Splashwing stage 1


Appearance:
Tideplume evolves into a majestic, larger bird with vibrant aqua and
silver feathers. Its tail feathers now resemble flowing streams of water,
and its beak and talons are sharper and more defined. It has a crown-
like crest that ripples as if made of liquid.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Beak Jab (Melee) - Strikes with its sharp beak. (Deal d6 dam-
age.)
2. Aqua Feathers (Ranged) - Fires water-coated feathers at its
target. (Deal d6 damage.)
3. Tidal Dance (Special) - Calls forth a larger wave, knocking
multiple foes off balance. (Area effect.)
4. Raincall (New Special Move) - Summons a brief downpour,
restoring 2 HP to allies.

Wavecarver (Water) Tidewrawler Stage 1


Appearance:
Wavecarver evolves into a larger, sleek crab with a shimmering trans-
lucent blue shell, now adorned with more prominent swirling wave
patterns. Its glowing pincers are larger and sharper, and its legs are
more agile for swift movements in water and on land.
Stats:
• HP: 14
• Damage: d6
Moves:
1. Pincer Snap (Melee) - Snaps with its powerful pincers. (Deal
d6 damage.)
2. Bubble Jet (Ranged) - Fires high-pressure bubbles with in-
creased precision. (Deal d6 damage.)
3. Shell Splash (Special) - Cloaks itself in water, reducing in-
coming damage by 2 for a short time.
4. Tidal Clamp (New Special Move) - Grabs a foe with its glow-
ing pincers, trapping them and dealing d6 damage over two turns.
Aquadon (Water) Rippleback stage 1
Appearance:
Aquadon evolves into a larger, more muscular creature with sleek, sapphire-blue
scales and elongated limbs for better mobility on land and in water. Its dorsal fin
grows more pronounced, resembling a crest that ripples like waves when it moves.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Tail Whip (Melee) - Strikes with its sturdy, finned tail, now reinforced
for greater impact. (Deal d6 damage.)
2. Water Spout (Ranged) - Fires a high-pressure jet of water with pin-
point accuracy. (Deal d6 damage.)
3. Ripple Pulse (Special) - Releases a more potent shockwave, stunning
multiple foes. (Immobilizes enemies in a small area.)
4. Aqua Bind (New Special Move) - Creates a swirling current around a
foe, restricting their movement and dealing d6 damage over two turns.

Snapclaw
Appearance:
Snapclaw has evolved into a larger, more formidable Wildmon, now resembling a powerful adult alli-
gator with a robust, muscular build. Its body is a darker blue-green with patches of lighter teal, and its
sleek scales glisten as it moves. Its jaws have grown much more powerful, lined with sharp teeth that can
easily snap through thick materials. Its tail is long and thick, propelling it through water with incredible
speed. Snapclaw’s eyes are fierce and focused, and it has developed spiked ridges along its back and tail,
making it even more intimidating.
Stats:
• HP: 12
• Damage: d6
Moves:
• Snap Bite (Melee): Snapclaw delivers a crushing bite with its powerful jaws, capable of
dealing massive damage. (Deals d6 damage and has a chance to cause the target to be immobilized for
the next round, preventing movement.)
• Water Jet (Ranged): Snapclaw shoots a high-pressure stream of water from its mouth,
striking enemies from a distance. (Deals d6 damage and has a chance to knock back the target or push
them away.)
• Mud Cloak (Special): Snapclaw coats itself in thick mud, increasing its defensive
capabilities and making it harder to hit. (Grants Snapclaw +2 HP for the next two rounds and reduces
incoming damage by 1 for the duration.)
• Tidal Surge (New Move): Snapclaw summons a powerful wave of water to surge for-
ward, flooding the area and overwhelming opponents. (Deals d6 damage to all enemies in a straight line
and has a chance to confuse them, leaving them disoriented for the next turn.)

Beavernix
Appearance:
Beavernix has evolved into a much larger and sturdier Wildmon, resembling a more formidable,
battle-ready beaver. Its fur has darkened to a deeper, richer brown, and its tail has grown significantly
larger and more muscular, allowing it to perform stronger and more precise movements. Beavernix’s
large, webbed feet are now more powerful, designed for digging and creating larger barriers, while its
teeth have become sharper, better suited for gnawing through tougher materials. Its eyes are focused
and determined, with a sense of quiet resolve, and its overall build is more robust, with extra layers of
thick fur for protection. Its tail has developed a slight metallic sheen at the tip, hinting at its heightened
strength and the ability to create more powerful water-based structures.
Stats:
• HP: 12
• Damage: d6
Moves:
• Tail Slam (Melee): Beavernix swings its large, muscular tail with incredible force,
striking the opponent with a powerful blow. (Deals d6 damage and may knock the target off balance,
reducing their defense for the next turn.)
• Aqua Spray (Ranged): Beavernix sprays a concentrated stream of water at its target,
hitting from a distance. (Deals d6 damage and may leave the target wet, reducing their movement speed
for the next round.)
• Dam Builder (Special): Beavernix slams its tail into the ground, creating a temporary
barrier of water and mud that provides cover for the next round. (The water barrier absorbs D4 dam-
age for all allies within its protection, acting as a shield that blocks incoming attacks for one turn.)
• Water Surge (New Move): Beavernix summons a sudden surge of water from its sur-
roundings, creating a mini flood that washes over the battlefield. (Deals d6 damage to all enemies in a
nearby area and causes them to lose their footing, lowering their speed and evasion for the next round.)
Aquavortex
Appearance:
Aquavortex has evolved into a sleek, larger fish with a more fluid and
aerodynamic body. Its scales are now iridescent, shifting between shades
of deep ocean blue and silver. The fins have grown more pronounced and
are edged with sharp, translucent tips, resembling fins that help it cut
through the water with remarkable speed. The tail fin is long and shaped
like a vortex, constantly swirling in a circular motion, creating an aura
of water around it. Its eyes have become larger and more focused, glowing
faintly with an ethereal blue light, giving it an otherworldly look.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Crystal Splash (Melee): Aquavortex propels itself through
the water, launching crystalline water droplets at its target. (Deals D6
damage and may blind or disorient the target for the next round.)
2. Tide Rush (Ranged): Aquavortex dashes through the water
at incredible speed, either evading an attack or striking its target with
precision. (Deals D6 damage and may reduce the target’s evasion for the
next turn.)
3. Glitter Shield (Special): Aquavortex creates a shimmering,
reflective shield that diffuses incoming damage. (Reduces damage from
the next attack by 3.)
4. Vortex Surge (New Move): Aquavortex channels the power
of the swirling water around it, creating a vortex that pulls in nearby
opponents. (Deals D6 damage to all enemies within a 1-space radius and
may pull them closer to Aquavortex, making them more vulnerable to
subsequent attacks.)

Frogsurge
Type: Water
Appearance:
Frogsurge has evolved into a larger, more powerful version of its former self. Its
vibrant blue-green skin has deepened in color, now with swirls of dark indigo
and streaks of silver that shimmer when it moves through water. Its body is more
muscular, with strong hind legs that enable it to jump great distances. The web-
bing between its feet has become tougher and more pronounced, resembling fins.
Frogsurge’s eyes are now large and glowing, capable of seeing in both light and
darkness. Its long, powerful tongue can extend much further, and its posture has
become more upright, as if it’s ready to leap into action at any moment.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Leap Strike (Melee): Frogsurge leaps forward with incredible force,
striking with its powerful, webbed feet. (Deals D6 damage and may knock the
target back.)
2. Water Jet (Ranged): Frogsurge shoots a concentrated, high-pressure
blast of water at its target from a distance. (Deals D6 damage and can cause the
target to lose their balance, reducing their next attack roll.)
3. Tidal Leap (Special): Frogsurge calls upon the flow of water, using it
to jump even further and faster than before. (Avoids the next incoming attack or
allows Frogsurge to close the gap and strike with precision.)
4. Hydro Surge (New Move): Frogsurge channels a massive wave of
water around its body, flooding the area in front of it. (Deals D6 damage to all
enemies within a 2-space radius, causing them to become soggy and reducing their
speed for the next round.)
Wavefin
Type: Water
Stage: Evolved (Stage 2)
Appearance:
Wavefin has evolved into a larger, more powerful creature, resembling a
majestic sea bass with long, flowing fins that ripple like the waves of the
ocean. Its scales are now a mix of deep blue and iridescent silver, catching
the light in mesmerizing patterns as it moves. The tail fin is larger and
more angular, allowing for swift propulsion through the water. Wavefin’s
body is sleek and streamlined, with prominent fin spines and gills that
glow faintly in darker waters. It now exudes an air of grace and power, a
true force of the sea.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Swift Strike (Melee): Wavefin uses its swift tail and fins to
strike at close range. (Deals D6 damage and may cause the opponent to
lose their footing, lowering their defense for the next round.)
2. Ripple Shield (Defend + Disorient): Wavefin creates a barrier
of swirling water around itself or an ally, deflecting attacks. (Reduces
damage taken and disorients opponents within range, lowering their next
attack rolls.)
3. Wave Surge (Ranged, Disrupt): Wavefin calls upon the power
of the ocean, sending a sudden surge of water at its foes. (Deals D6 dam-
age and can disrupt the target’s next action, causing them to lose their
focus for the next round.)
4. Tidal Force (New Move): Wavefin channels a massive wave
of water, creating a localized tidal effect around itself. (Deals D6 damage
to all enemies within a 2-space radius, slowing them down for the next
round, reducing their mobility.)

Stormhawk (Air) Windjay stage 1


Appearance:
Stormhawk evolves into a larger, more imposing bird with a sleek, aerodynamic
form. Its green feathers now shimmer with an iridescent sheen, and its yel-
low-tipped wings extend wider, glowing faintly with static energy. A small crown
of glowing feathers sits atop its head.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Talon Slash (Melee) - Slashes with its now stronger, sharper talons.
(Deal d6 damage.)
2. Feather Burst (Ranged) - Fires a barrage of hardened feathers with
greater force. (Deal d6 damage.)
3. Gale Force (Special) - Whips up a powerful storm wind, pushing
multiple enemies off balance. (Area effect.)
4. Thunder Dive (New Special Move) - Charges its body with static
energy before diving at a target, dealing d6 damage and briefly stunning them.
Zephyrdrake (Air) Aerowing Stage 1
Appearance:
Zephyrdrake evolves into a sleek, majestic creature with elongated, trans-
lucent wings that shimmer in shades of blue and silver. Its segmented body
gains a more streamlined shape, and its tail ends in a small, aerodynamic
fin. Tiny streaks of glowing wind trails follow its movements.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Wing Slice (Melee) - Slashes with its razor-sharp wings,
delivering a cutting blow. (Deal d6 damage.)
2. Wind Sting (Ranged) - Fires a more forceful air blast with
pinpoint accuracy. (Deal d6 damage.)
3. Cyclone Dash (Special) - Creates a whirlwind that moves
itself or allies while disorienting enemies.
4. Air Cutter (New Special Move) - Generates a slicing wind
blade that cuts through enemies in a line. (Deals d6 damage to all foes in
a straight path.)

Nimbusferet (Air) Cloudstalker Stage 1


Appearance:
Nimbusferet evolves into a more elongated and graceful ferret-like creature, its
fur now resembling soft, swirling clouds with streaks of gold running along its
back. Its ribbon-like appendages become longer and flow like wisps of mist, and
its bright, glowing eyes convey agility and wisdom.
Stats:
• HP: 14
• Damage: d6
Moves:
1. Ribbon Lash (Melee) - Strikes swiftly with its flowing, cloud-like
appendages. (Deal d6 damage.)
2. Air Javelin (Ranged) - Fires a condensed, piercing bolt of air with
precision. (Deal d6 damage.)
3. Mist Veil (Special) - Cloaks itself and allies in a swirling fog, hin-
dering enemies’ visibility.
4. Cloudstep (New Special Move) - Leaps into the air, using clouds as
footholds, avoiding damage for a turn and repositioning for an advantage.
Wavefin
Type: Water
Stage: Evolved (Stage 2)
Appearance:
Wavefin has evolved into a larger, more powerful creature, resembling a
majestic sea bass with long, flowing fins that ripple like the waves of the
ocean. Its scales are now a mix of deep blue and iridescent silver, catching
the light in mesmerizing patterns as it moves. The tail fin is larger and
more angular, allowing for swift propulsion through the water. Wavefin’s
body is sleek and streamlined, with prominent fin spines and gills that
glow faintly in darker waters. It now exudes an air of grace and power, a
true force of the sea.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Swift Strike (Melee): Wavefin uses its swift tail and fins to
strike at close range. (Deals D6 damage and may cause the opponent to
lose their footing, lowering their defense for the next round.)
2. Ripple Shield (Defend + Disorient): Wavefin creates a barrier
of swirling water around itself or an ally, deflecting attacks. (Reduces
damage taken and disorients opponents within range, lowering their next
attack rolls.)
3. Wave Surge (Ranged, Disrupt): Wavefin calls upon the power
of the ocean, sending a sudden surge of water at its foes. (Deals D6 dam-
age and can disrupt the target’s next action, causing them to lose their
focus for the next round.)
4. Tidal Force (New Move): Wavefin channels a massive wave
of water, creating a localized tidal effect around itself. (Deals D6 damage
to all enemies within a 2-space radius, slowing them down for the next
round, reducing their mobility.)

Stormhawk (Air) Windjay stage 1


Appearance:
Stormhawk evolves into a larger, more imposing bird with a sleek, aerodynamic
form. Its green feathers now shimmer with an iridescent sheen, and its yel-
low-tipped wings extend wider, glowing faintly with static energy. A small crown
of glowing feathers sits atop its head.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Talon Slash (Melee) - Slashes with its now stronger, sharper talons.
(Deal d6 damage.)
2. Feather Burst (Ranged) - Fires a barrage of hardened feathers with
greater force. (Deal d6 damage.)
3. Gale Force (Special) - Whips up a powerful storm wind, pushing
multiple enemies off balance. (Area effect.)
4. Thunder Dive (New Special Move) - Charges its body with static
energy before diving at a target, dealing d6 damage and briefly stunning them.
Aquavortex
Appearance:
Aquavortex has evolved into a sleek, larger fish with a more fluid and
aerodynamic body. Its scales are now iridescent, shifting between shades
of deep ocean blue and silver. The fins have grown more pronounced and
are edged with sharp, translucent tips, resembling fins that help it cut
through the water with remarkable speed. The tail fin is long and shaped
like a vortex, constantly swirling in a circular motion, creating an aura
of water around it. Its eyes have become larger and more focused, glowing
faintly with an ethereal blue light, giving it an otherworldly look.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Crystal Splash (Melee): Aquavortex propels itself through
the water, launching crystalline water droplets at its target. (Deals D6
damage and may blind or disorient the target for the next round.)
2. Tide Rush (Ranged): Aquavortex dashes through the water
at incredible speed, either evading an attack or striking its target with
precision. (Deals D6 damage and may reduce the target’s evasion for the
next turn.)
3. Glitter Shield (Special): Aquavortex creates a shimmering,
reflective shield that diffuses incoming damage. (Reduces damage from
the next attack by 3.)
4. Vortex Surge (New Move): Aquavortex channels the power
of the swirling water around it, creating a vortex that pulls in nearby
opponents. (Deals D6 damage to all enemies within a 1-space radius and
may pull them closer to Aquavortex, making them more vulnerable to
subsequent attacks.)

Infernoflare (Fire)
Appearance:
Infernoflare evolves into a larger, more majestic bird, its body now a mixture
of fiery red and gold feathers with glowing orange tips. The black wings become
edged with embers, and the bird’s eyes burn like molten lava. A constant, faint
heat radiates from its body.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Fiery Peck (Melee) - Pecks with a flame-tipped beak that burns
intensely. (Deal d6 fire damage.)
2. Ember Flare (Ranged) - Shoots a concentrated burst of embers at
enemies. (Deal d6 fire damage.)
3. Blazing Call (Special) - Emits a fiery screech, releasing a wave of
flames that damage multiple enemies. (Roll +DEX for area damage.)
4. Inferno Wings (New Special Move) - Flaps its fiery wings to create
a gust of intense heat, setting enemies ablaze. (Deals d6 fire damage over time to
enemies in range.)
Embermaw (Fire)
Appearance:
Embermaw evolves into a larger, more menacing fire-ant-like creature,
its body now covered in glowing orange and black chitin. Its mandibles
are larger and sharper, with trails of smoke constantly billowing from its
joints. The heat radiating from its body warps the air around it.
Stats:
• HP: 12
• Damage: d6
Moves:
1. Burn Bite (Melee) - Delivers a vicious bite with fiery mandi-
bles. (Deal d6 fire damage.)
2. Smoke Burst (Ranged) - Shoots a thick, scorching puff of
smoke. (Obscures and deals d6 fire damage.)
3. Ember Trail (Special) - Leaves a searing path of fire in its
wake. (Enemies crossing it take d6 fire damage.)
4. Molten Rush (New Special Move) - Charges forward in a
blazing trail, knocking enemies back and dealing d6 fire damage to those
in its path.

Pyroscorch (Fire)
Appearance:
Pyroscorch evolves into a more formidable, flame-colored lizard with deep
crimson and amber stripes running down its back. Its tail blazes like a continuous
torch, and its body exudes a heatwave. Its eyes glow with molten intensity,
reflecting the fire within.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Tail Swipe (Melee) - Strikes fiercely with its flame-tipped tail.
(Deal d6 fire damage.)
2. Lava Spit (Ranged) - Hurls molten lava at enemies, leaving a burn-
ing trail. (Deal d6 fire damage.)
3. Inferno Coil (Special) - Wraps itself in swirling flames, temporarily
boosting its next attack. (Next melee move deals +1 damage.)
4. Scorched Surge (New Special Move) - Unleashes a burst of intense
heat from its body, dealing d6 fire damage to all nearby enemies and briefly
igniting the area.
Emberlash (Beast)
Appearance:
Emberlash has grown into a larger, more fiery creature resembling a red-
hot, flame-chasing squirrel. Its fur is now a vibrant blaze of orange and
red, with intense streaks of yellow that resemble dancing flames. The tips
of its bushy tail and ears are now blazing with fiery energy, and its paws
leave scorch marks wherever it goes. Emberlash’s eyes have a more intense
fiery glow, and the heat around its body seems almost palpable, radiating
from its fiery fur.
Stats:
• HP: 11
• Damage: d6
Moves:
• Flame Claw (Melee): Slashes with fiery claws, leaving a trail
of sparks. (Deals d6 fire damage.)
• Spark Toss (Ranged): Tosses a burst of electricity at the
target. (Deals d6 electric damage.)
• Ember Dash (Special): Dashes forward with incredible speed,
leaving a trail of embers in its wake. (Deals d6 fire damage to enemies in
its path, Emberlash gains +1 to its next defense roll.)
• Blazing Trail (New Move): Leaves behind a trail of intense
fire, causing enemies that cross it to take d6 fire damage.

Charvark
Type: Fire
Appearance:
Charvark has evolved into a larger, more powerful Wildmon, now resembling
a fully grown, fire-infused wild boar with a tough, muscular frame. Its fur has
deepened to a brighter, more intense shade of red and orange, with thick black
streaks running down its back and legs like burning embers. The heat radiating
from its body is far more intense, and large flames occasionally erupt from the
tips of its tusks, casting flickering light on its surroundings. Charvark’s eyes burn
with an even fiercer, more determined blaze, and its movements are more deliber-
ate, charging with purpose and unyielding strength. Its tusks have grown longer
and more jagged, while its body is now covered in tougher, flame-resistant scales
that allow it to withstand greater heat.
Stats:
• HP: 12
• Damage: d6
Moves:
• Ember Charge (Melee): Charvark charges toward its opponent,
tusks ablaze with fire, knocking them back with the force of its impact. (Deals d6
damage and causes a knockback, pushing the opponent back a short distance. The
charge also leaves the opponent briefly disoriented, reducing their defense for the
next turn.)
• Scorched Toss (Ranged): Charvark launches a ball of flaming embers
from its tusks, hurling it at the enemy from a distance. (Deals d6 damage with a
chance to leave the target with a lingering burn, dealing D2 damage for the next
two rounds.)
• Wildfire Rush (Special): Charvark charges forward in a blazing
surge of fire, creating a wave of intense flames that sweep across the battlefield.
(Deals d6 damage to all enemies in a nearby line and applies a burn effect that
deals D4 damage over the next 1d4 rounds.)
• Inferno Fury (New Move): Charvark enters a frenzy of fiery wrath,
thrashing and charging with uncontrolled fire. (Deals d6 damage to all enemies in
range and leaves a lingering flame in the area, dealing D2 damage to any enemy
that ends their turn in the fiery zone.)
Emberstrike
Type: Fire
Appearance:
Emberstrike has evolved into a larger, more powerful Wildmon, now resembling
a majestic jackrabbit with a larger, more muscular build. Its fur has become an
intense mixture of deep crimson and blazing orange, with blackened streaks
that resemble scorched marks from a continuous flame. Its ears have lengthened
and become more angular, crackling with fire as it moves. The once small tail
has grown into a fiery, flickering flame that leaves a trail of embers in its wake.
Emberstrike’s eyes now glow with a burning intensity, and its body radiates heat,
making the air shimmer around it. Its legs have grown stronger, allowing it to
leap higher and move faster, leaving scorch marks in its wake as it runs.
Stats:
• HP: 14
• Damage: d6
Moves:
• Flare Charge (Melee): Emberstrike charges forward with its body
surrounded by flames, slamming into its target with explosive force. (Deals d6
damage and has a chance to burn the target, causing them to take damage over the
next turn.)
• Ember Shot (Ranged): Emberstrike shoots a concentrated burst of
flame from its mouth, striking its target at range. (Deals d6 damage and has a
chance to ignite the target, causing ongoing fire damage for one turn.)
• Ignite Leap (Special): Emberstrike leaps high into the air, engulfing
its body in flames as it ascends. Upon landing, it creates a fiery explosion,
scorching the ground around it. (Deals d6 damage to all enemies within range and
causes a fire hazard in the area, burning any opponents who remain in the area
for one turn.)
• Inferno Dash (New Move): Emberstrike dashes forward with blaz-
ing speed, leaving a trail of fire in its wake. (Deals d6 damage to any enemies it
passes through and briefly ignites the ground, creating a fire hazard for one turn.)

Terrashard (Earth)
Appearance:
Terrashard evolves into a more formidable, earth-colored bird with a body
covered in rocky, jagged feathers. Its beak grows even thicker, resembling a chisel,
and its wings now feature hardened, stone-like edges. Small pebbles and dirt
constantly fall from its body as it moves.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Rock Peck (Melee) - Strikes with its thick, chisel-like beak. (Deal d6
damage.)
2. Dust Plume (Ranged) - Kicks up a cloud of debris, lowering enemy
accuracy. (Deal d6 damage.)
3. Ground Tremor (Special) - Causes a small quake beneath its feet,
shaking the ground violently. (Area attack; roll +STR.)
4. Stone Barrage (New Special Move) - Shoots a volley of sharp stone
shards from its wings. (Deals d6 damage to multiple enemies, can target 2–3
foes.)
Mudcocoon (Earth)
Appearance:
Mudcocoon is now a larger, hardened cocoon with a thick, rough exterior
made of compacted clay and rocks. The shell is dark brown and mottled
with earthy tones, with small cracks where tendrils of energy pulse be-
neath. The creature is slightly larger, and when it shifts, the faint outline
of legs and mandibles can be seen beneath the surface.
Stats:
• HP: 12
• Damage: d6
Moves:
1. Mandible Crunch (Melee) - Strikes with its tough, hardened
mandibles. (Deal d6 damage.)
2. Clay Spray (Ranged) - Launches clumps of sticky clay, slow-
ing and damaging enemies. (Slows enemies and deals d6 damage.)
3. Earth Barrier (Special) - Forms a protective wall of earth
that shields itself and allies. (Reduces incoming damage for 1 round.)
4. Mudslide (New Special Move) - Sends a wave of mud and
dirt forward, tripping and knocking back foes. (Deals d6 damage and
knocks enemies back 5 feet.)

Mosslash (Earth)
Appearance:
Mosslash is a larger, more robust version of its previous form. Its mossy skin has
hardened into a tough, rock-like surface, with patches of earthy bark growing
along its back. Its limbs have become more muscular, and its claws now resemble
jagged stones, capable of digging through the earth with ease. Vines and small
stones are integrated into its tail, which has grown long and agile.
Stats:
• HP: 12
• Damage: d6
Moves:
1. Mossy Slam (Melee) - Charges with its sturdy body, slamming into
enemies with great force. (Deal d6 damage.)
2. Rock Spit (Ranged) - Shoots a barrage of sharp stones at enemies.
(Deal d6 damage.)
3. Root Bind (Special) - Calls upon the earth to entangle enemies in
thick, constricting roots, immobilizing them briefly. (Immobilizes one enemy for 1
round.)
4. Earthen Grasp (New Special Move) - Summons large, rocky hands
from the earth to grab and crush foes. (Deal d6 damage, briefly slows the target’s
movement for 1 round.)
Buffstomp
Type: Earth
Appearance:
Buffstomp has evolved into an even more imposing Wildmon, now resembling
a massive, muscular buffalo with thick, rocky armor covering its shoulders and
back. The stone-like armor is embedded within its fur, giving it an almost impene-
trable appearance. Buffstomp’s horns have grown larger, curving sharply and
radiating a powerful energy. Its hooves have hardened into solid rock, enabling it
to strike the earth with tremendous force. The buffalo’s fur has darkened, blending
shades of brown and deep gray, with veins of earthy stone-like patterns running
through it. Buffstomp moves with a confident, ground-shaking stride, exuding
raw power and determination.
Stats:
• HP: 14
• Damage: d6
Moves:
• Boulder Charge (Melee): Buffstomp charges with immense power,
lowering its head and using its horns and body to knock over opponents. (Deals
d6 damage and may knock back the target, causing them to lose their next action
as they recover from the impact.)
• Rock Throw (Ranged): Buffstomp gathers large rocks in its powerful
mouth and hurls them at enemies from a distance. (Deals d6 damage and may
cause the target to become stunned, reducing their defense for the next round.)
• Earth Shield (Special): Buffstomp stomps its hooves on the ground,
causing the earth beneath it to rise up and form a towering shield of stone.
(Creates a 1-space-high earth barrier that provides +2 Armor for the next round,
dramatically increasing Buffstomp’s defense.)
• Quake Stomp (New Move): Buffstomp stomps the ground with such
force that it sends shockwaves through the battlefield. (Deals d6 damage to all
enemies in a 2-space radius and may cause them to lose their balance, reducing
their attack rolls for the next round.

Burrowstrike
Type: Earth
Appearance:
Burrowstrike has evolved into a larger, more powerful Wildmon, now resembling
a muscular rabbit with a hardened, rocky exoskeleton on its back. Its fur has taken
on a deeper, earth-toned brown, blending seamlessly with the soil around it. Its
once small claws have grown into massive, jagged tools for both digging and com-
bat, while its hind legs are more defined, enabling it to leap tremendous distances.
Burrowstrike’s ears have lengthened and become more pronounced, allowing it
to detect vibrations from underground. Its eyes are a fierce golden hue, glowing
with a sense of determination and focus. A thick, sturdy tail adds balance to its
powerful form. Its burrowing ability has also become more refined, with greater
speed and precision in its underground movements.
Stats:
• HP: 12
• Damage: d6
Moves:
• Earthbound Thrust (Melee): Burrowstrike thrusts forward with its
strong claws, sending a shockwave of earth through the ground. (Deals d6 damage
and may cause the target to lose their footing, reducing their movement for one
turn.)
• Dirt Kick (Ranged): Burrowstrike kicks a sharp chunk of dirt or
stone at the opponent from a distance. (Deals d6 damage and has a chance to
blind the target for one turn, reducing their accuracy.)
• Underground Dash (Special): Burrowstrike digs into the earth with
incredible speed and emerges in a new location. (Allows Burrowstrike to evade an
incoming attack and reposition itself. Increases its evasion for the next round and
sets up for a surprise attack.)
• Seismic Charge (New Move): Burrowstrike burrows deep into the
ground and causes a minor tremor that shakes the battlefield. (Deals d6 damage
to all enemies in range and briefly stuns them, reducing their ability to act in the
next turn.
Rockclaw (Earth)
Appearance:
Rockclaw has grown much larger than its predecessor, now resembling
a massive, armored armadillo with even more formidable defenses. Its
rocky shell has become thicker and more jagged, with sharp, claw-like
stones protruding from its sides. The mix of dark browns, grays, and deep
greens in its shell blends with the surrounding earth, making it harder to
detect. The small, beady eyes of Rockshell are now large and fierce, giving
Rockclaw a more intimidating look. Its powerful legs are equipped with
large, digging claws that allow it to tunnel with incredible force.
Stats:
• HP: 14
• Damage: d6
Moves:
• Stone Slam (Melee): Uses its reinforced tail or front limbs to
slam into the enemy, sending a shockwave through the ground. (Deals d6
damage and knocks back the target.)
• Rock Throw (Ranged): Lifts and launches a massive rock
from its tail or mouth. (Deals d6 damage and can hit multiple targets in a
line.)
• Burrow (Special): Digging deep into the earth, Rockclaw be-
comes invisible for one turn. It can reemerge in a new location to surprise
foes. (No damage, but avoids all attacks and repositions.)
• Seismic Charge (New Move): Rocks shake the ground as
Rockclaw burrows, causing a localized tremor. (Deals d6 damage to all
enemies in a small radius and reduces enemy defense for one turn.)

Skyreaver (Beast)
Appearance:
Skyreaver is a majestic eagle with powerful wings, piercing golden eyes, and a
regal, sharp beak. Its feathers are a mix of dark brown and gold, and its talons
are massive, capable of grasping even the toughest prey. Its wings have an intimi-
dating wingspan, and sharp, hooked feathers adorn its head and tail.
Stats:
• HP: 12
• Damage: d6
Moves:
1. Razor Talon (Melee) - Strikes with its massive, hooked talons. (Deal
d6 damage.)
2. Aerial Strike (Ranged) - Dives from the sky to strike with precision.
(Deal d6 damage.)
3. Majestic Cry (Special) - Emits a powerful, deafening cry that
weakens foes. (Enemies lose their next action or attack roll.)
4. Skyward Glide (New Move) - Uses its powerful wings to soar high
and avoid incoming attacks, increasing its evasion for the next turn. (Grants
advantage on defense rolls.)
Venomspike (Beast)
Appearance:
Venomspike is a much larger, more menacing creature with a hardened
exoskeleton and glowing, venomous spines along its back. Its mandibles
have grown into massive pincers capable of crushing prey. Its body is
now segmented and heavily armored, with dark green and black patterns
running across its form. The venomous barbs along its back drip with a
potent toxin, and it moves with a terrifying, predatory grace.
Stats:
• HP: 13
• Damage: d6
Moves:
1. Crushing Mandibles (Melee) - Strikes with massive pincers,
capable of crushing prey. (Deal d6 damage.)
2. Venom Spray (Ranged) - Fires a concentrated stream of
venom. (Poisons and deals d6 damage.)
3. Toxic Spike Roll (Special) - Rolls into a deadly ball of spikes,
dealing area damage. (Deals d6 damage to all enemies in range, with a
chance to poison.)
4. Venomous Aura (New Move) - Releases a toxic cloud of gas
around itself, damaging and poisoning any foes in close proximity. (Deals
damage over time and poisons enemies who stay too close.)

Thorncrusher (Beast)
Appearance:
Thorncrusher is a much larger, more intimidating creature, resembling an
armored porcupine on steroids. Its jagged, hardened spines are now massive,
protruding from its back and tail like the teeth of a fearsome creature. Its body is
thicker, with tougher, boulder-like plates covering its sides and a fearsome row of
spines running down its back. Thorncrusher’s tail has grown into a deadly weap-
on, with long, barbed spikes ready to strike at any enemy daring to approach.
Stats:
• HP: 14
• Damage: d6
Moves:
1. Spine Slam (Melee) - Charges with its monstrous spines, slamming
into enemies with terrifying force. (Deal d6 damage.)
2. Quill Barrage (Ranged) - Fires a massive volley of razor-sharp
quills. (Deals d6 damage, hits multiple targets.)
3. Thorn Spire (Special) - Launches a burst of massive spines from its
back, creating a defensive zone. (Deals d6 damage to all enemies in range, creates
a defensive barrier for one turn that reduces incoming damage by 1.)
4. Iron Hide (New Move) - Hardens its body, greatly boosting defense.
(Reduces incoming damage by 2 for a turn.)
Bloodfang (Beast)
Appearance:
Bloodfang has grown significantly larger than its predecessor, now resembling a
more fearsome and muscular wolf-like creature. Its fur is darker, with streaks of
red running through it, as if stained with the blood of its many battles. Its sharp
fangs have lengthened, becoming intimidating ivory daggers that curve outward.
Bloodfang’s eyes glow with an eerie yellow intensity, and its body is lean and
toned, built for both strength and speed. Its tail is even more expressive, whipping
back and forth as it tracks prey. Bloodfang’s entire presence exudes dominance
and primal power.
Stats:
• HP: 11
• Damage: d6
Moves:
1. Fang Strike (Melee) - Bloodfang lunges forward, sinking its deadly
fangs into its target with unmatched force. (Deal d6 damage.)
2. Howling Fury (Ranged) - Bloodfang lets out a thunderous howl that
disorients opponents and causes a burst of wind. (Deal d6 damage and lowers
enemy defense for the next turn.)
3. Predator’s Pounce (Special) - Bloodfang leaps into the air and
crashes down onto its prey with tremendous force. (Deal d6 damage; has a chance
to knock enemies back or cause them to fall prone.)
4. Blood Rush (New Move) - Bloodfang taps into its primal instincts,
increasing its speed and damage output for a short period. (Gain +1 damage and
+1 to speed for the next turn.)
Traits/Abilities:
• Savage Reflexes: Bloodfang has honed its agility, increasing its defense against
ranged attacks by +1.
• Pack Leader: Bloodfang’s leadership in the wild strengthens other Beast-types
around it, causing any Beast Wildmon to gain +1 damage when in its presence.

Chupaclash
Type: Beast
Appearance:
Chupaclash has evolved into a more menacing and larger version of its previous
form, resembling an even fiercer chupacabra. Its sleek, dark brown skin has
become more muscular, with jagged, natural armor-like patches that offer better
protection. Its glowing red eyes now radiate with an intense, predatory gleam. Its
claws are longer and sharper, and its fangs are more prominent, dripping with
venomous fluid. Chupaclash moves with swift, calculated movements, blending
into the shadows and striking with precision. Its tail is longer, and its posture is
more upright, allowing it to spring into action with deadly speed.
Stats:
• HP: 14
• Damage: d6
Moves:
• Razor Claw (Melee): Chupaclash slashes at its opponent with its
razor-sharp claws, delivering a quick and lethal strike. (Deals d6 damage with a
chance to leave deep, bleeding wounds that cause the target to take an additional
D2 damage at the start of the next round.)
• Venomous Spit (Ranged): Chupaclash spits a highly potent venom
at its target, striking from a distance with deadly accuracy. (Deals d6 damage
and causes the target to suffer disadvantage on their next attack roll, as well as
potential poison damage if they fail a Constitution check.)
• Vampiric Bite (Special): Chupaclash sinks its long, venomous fangs
into the target, draining their life force. (Deals d6 damage and heals Chupaclash
for half the damage dealt, restoring its HP as it feeds on its victim.)
• Blood Frenzy (New Move): Chupaclash enters a bloodlust frenzy,
attacking with increased ferocity. (Deals d6 damage to all enemies within range
and gains +1 damage for each consecutive hit. Chupaclash becomes more aggres-
sive and difficult to hit during this move, making it harder to avoid.)
Rammer
Type: Beast
Appearance:
Rammer has evolved into a more powerful and imposing version of itself, now
resembling a large, muscular bighorn sheep with dramatically larger, spiraling
horns that gleam like polished stone. Its sleek fur has darkened to a blend of deep
brown and gray, and its muscles are visibly more pronounced, showcasing its raw
strength. Rammer’s hooves are sharper and more jagged, allowing it to strike
with even greater force. The wild, untamed energy that Ramble once had has
intensified, and Rammer exudes a commanding presence, ready to charge into
battle with unrelenting fury.
Stats:
• HP: 14
• Damage: d6
Moves:
• Horn Slam (Melee): Rammer slams its massive, spiraling horns into
its opponent with incredible force, knocking them off balance. (Deals d6 damage
and may knock the target back, causing them to lose their next action as they
recover from the impact.)
• Swift Kick (Ranged): Rammer delivers a fast, precise kick with its
hooves, launching dirt and debris at its target from a distance. (Deals d6 damage
and may reduce the target’s defense, making them more vulnerable to subsequent
attacks.)
• Adrenaline Rush (Special): Rammer taps into its primal instincts,
boosting its speed and strength for a brief but explosive burst. (For the next
round, Rammer gains +2 to its next attack roll and can take an additional move
as a bonus action.)
• Earthquake Stomp (New Move): Rammer stomps the ground with
tremendous force, sending shockwaves through the earth that reverberate toward
its enemies. (Deals d6 damage to all enemies within a 2-space radius and may
stun them for the next round, reducing their mobility and causing them to lose
their next action.)

SnapShell
Type: Beast
Appearance:
Snapclaw has evolved into a formidable and fearsome Wildmon, now resembling
a large, powerful snapping turtle. Its once sleek shell has thickened into a massive,
armored fortress covered in jagged, spiked ridges that create a fearsome silhou-
ette. Its limbs have grown even more muscular, with sharp, clawed feet designed
for both combat and burrowing. The most notable feature is Snapclaw’s massive,
powerful beak, capable of snapping through bone with ease. Its dark green scales
are now accented with deeper, more vibrant patterns, and its eyes have become
fierce and calculating, with an ever-watchful glare. Snapclaw’s tail is long
and muscular, covered in thick, spiked ridges, allowing it to deliver devastating
strikes.
Stats:
• HP: 12
• Damage: d6
Moves:
• Claw Strike (Melee): Snapclaw uses its powerful claws to slash at
opponents with immense force. (Deals d6 damage and has a chance to cripple the
target, reducing their movement for one turn.)
• Shell Toss (Ranged): Snapclaw hurls its massive, spiked shell at the
target, dealing devastating damage from a distance. (Deals d6 damage and may
stun the target for one turn.)
• Rapid Retreat (Special): Snapclaw retreats into its thick shell,
boosting its defense and protecting it from damage. (Reduces incoming damage by
2 for one turn and cannot act while in its shell.)
• Bone Crunch (New Move): Snapclaw snaps its massive beak with
bone-crushing force, dealing a vicious blow. (Deals d6 damage and has a chance
to paralyze the target for one turn.)
Nightpounce
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
Nightpounce has grown into a more imposing and agile form, resembling a larger,
sleek cat with shadowy, almost ethereal fur that ripples like smoke. Its fur has
deepened in color, now a dark, inky black with sharp purple streaks running
across its back, glowing faintly in the dark. Its eyes have become a fierce, haunting
amber that glows with malevolent intent. The sharp claws have grown longer
and more pronounced, capable of rending through even the toughest of foes. The
feline’s movements are fluid, barely visible as it blends into the darkness around
it, stalking its prey with unnerving grace.
Stats:
• HP: 11
• Damage: D6
Moves:
1. Claw Swipe (Melee): Nightpounce slashes with its razor-sharp
claws, dealing vicious damage to its foes. (Deals D6 damage, and may cause the
target to bleed, taking D2 damage at the start of their next turn.)
2. Shadow Leap (Ranged): Nightpounce leaps from shadow to shadow,
closing the distance between it and its target. (Deals D6 damage, and the target
has disadvantage on their next attack as Nightpounce disappears again into the
shadows.)
3. Night Veil (Special): Nightpounce shrouds itself in an even darker
veil of darkness, disorienting its enemies. (Reduces visibility for all enemies in the
area, causing them to have disadvantage on attacks and detection for the next
round.)
4. Eclipse Strike (New Move): Nightpounce merges with the shadows,
becoming a fleeting shadow itself. It strikes with terrifying speed, emerging from
the dark to deliver a powerful blow. (Deals D6 damage and may stun the target
for the next round, leaving them vulnerable to follow-up attacks.)

Nightshade
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
NNight
Stats:
• HP: 13
• Damage: D6
Moves:
1. Root Lash (Melee): Nightshade lashes out with its sharp, thorn-cov-
ered roots, striking its opponent with quick, whiplike precision. (Deals D6 dam-
age and may entangle the target, reducing their movement for the next round.)
2. Shadow Burst (Ranged): Nightshade releases a burst of dark energy
from its center, striking with a concentrated beam of shadow. (Deals D6 damage
and may cause the target to become disoriented, lowering their next attack roll.)
3. Lifedrain Bloom (Special): Nightshade blooms fully, drawing the
life force of its surroundings into its petals. (Recovers 2 HP from any enemy
within a 1-space radius, siphoning their vitality.)
4. Dark Pulse (New Move): Nightshade sends out a pulse of negative
energy in all directions, creating a wave of dark force. (Deals D6 damage to all
enemies within a 1-space radius and causes them to become frightened, lowering
their defense for the next round.)
Wraithbane
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
Wraithbane has fully embraced its spectral nature, transforming into a much
larger, more intimidating entity. Its form is still ghostly, but now it appears as a
towering, shadowy figure cloaked in swirling dark mist. Its body is made up of
shifting black smoke and vapor, with faint, glowing violet veins pulsing beneath
its ethereal skin. The once small wisps of smoke that trailed behind Wraithling
now swirl ominously around it, forming dark tendrils that flicker with shadow
energy. Its violet eyes now burn like glowing orbs, exuding an eerie, malevolent
presence that seems to drain the warmth from the air around it.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Phantom Grasp (Melee): Wraithbane reaches out with dark, smoky
tendrils that wrap around its target, pulling them into its embrace. (Deals D6
damage and may reduce the target’s movement for the next round, as they strug-
gle against the grasp.)
2. Spirit Dart (Ranged): Wraithbane fires a bolt of concentrated shad-
ow energy from its ethereal form. (Deals D6 damage and has a chance to lower
the target’s attack roll for the next round, as the dark energy weakens them.)
3. Fading Form (Special): Wraithbane becomes partially transparent,
its form flickering in and out of existence. (For the next round, Wraithbane can
ignore one incoming attack, completely dodging it.)
4. Void Pulse (New Move): Wraithbane channels the darkness inside
of it, sending out a pulse of shadow energy that disrupts the very fabric of space
around it. (Deals D6 damage to all enemies in a 1-space radius and causes them to
become disoriented, lowering their defense for the next round.)

Umbrawing
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
Umbrawing has grown into a more imposing and fearsome creature, maintaining
the bat-like shape but now with a more sinister and ethereal presence. Its wings
have expanded, becoming much larger and more jagged, with edges that shimmer
in and out of existence as if made of pure shadow. The silver-tipped fangs have
grown sharper and more pronounced, and its eyes glow with a piercing red inten-
sity, exuding an aura of malice. Umbrawing’s body has become more muscular,
built for quick, sharp movements, but its most distinct feature is the trail of
shadows that follows it wherever it goes, leaving a dark cloud in its wake. It is
now capable of controlling the darkness around it, blending in seamlessly with its
environment.
Stats:
• HP: 13
• Damage: D6
Moves:
1. Bite Strike (Melee): Umbrawing uses its razor-sharp fangs to deliver
a vicious bite, draining the life from its foe. (Deals D6 damage and may lower the
target’s defense for the next round, as the bite weakens them.)
2. Echo Screech (Ranged): Umbrawing releases a piercing, disorienting
screech that echoes through the air. (Deals D6 damage and may cause confusion,
reducing the target’s attack roll for the next round.)
3. Dark Flight (Special): Umbrawing disappears into the shadows,
becoming nearly invisible to evade incoming attacks. (For the next round, Um-
brawing can negate one incoming attack completely.)
4. Shadow Dive (New Move): Umbrawing dives into a nearby shadow,
reappearing behind its target for a surprise attack. (Deals D6 damage and may
lower the target’s defense for the next round, as they are caught off guard by the
sudden movement.)
Noctaspire
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
Noctaspire has evolved into a larger, more formidable spider-like creature, main-
taining its sleek, glossy black legs and glowing red symbol, now more pronounced
and eerie. Its body is more robust, with larger, sharper fangs that glint in the
dark. The shimmering webs it produces have become more intricate, capable of en-
tangling foes with incredible precision. Noctaspire’s legs are now longer and more
agile, allowing it to move quickly through both shadows and its webs, remaining
unseen until it strikes. The symbol on its abdomen pulses faintly, an omen of the
creature’s growing dark power. It has developed a pair of shadowy, ethereal wings
that allow it to glide silently through the air, lurking in the shadows and awaiting
the perfect moment to strike.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Venomous Bite (Melee): Noctaspire sinks its poisoned fangs deep
into its target, injecting venom. (Deals D6 damage and causes the target to be
poisoned, reducing their HP by 1 at the start of each of their turns for 1 round.)
2. Web Shot (Ranged): Noctaspire fires a powerful burst of sticky
webbing, binding its foes. (Deals D6 damage and entangles the target, rendering
them unable to move or act for 1 round.)
3. Shadow Cloak (Special): Noctaspire envelops itself in shadows,
becoming near impossible to hit. (For the next round, incoming damage is reduced
by 2 and Noctaspire gains advantage on avoiding attacks.)
4. Shadow Web (New Move): Noctaspire weaves a dense web of
shadow energy, creating a trap for enemies. (Creates an area of darkness in a
2-space radius, forcing enemies who move through it to make a Dexterity check or
be stunned for 1 round, losing their next action.)

Gloomeye
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
Gloomeye has evolved into a larger, more menacing orb-like creature. Its surface is
no longer just dark and glossy but now crackles with swirling, shadowy energy, as
if the orb itself is a portal to the void. The once-single, glowing green eye has now
multiplied into several smaller, eerie eyes that are scattered across its surface, each
one pulsing with unnatural light. These eyes can all focus on different targets si-
multaneously, making Gloomeye even more dangerous. The orb’s form has become
slightly more jagged and angular, with faint, dark tendrils of energy trailing
behind it. The energy that once surrounded its body has grown more concentrated,
appearing like dark mist that shifts and ripples around it, enhancing its ominous
presence.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Orb Smash (Melee): Gloomeye slams its orb-like form into an enemy,
using its sharp edges to cause harm. (Deals D6 damage and may cause the target
to stagger, making them vulnerable to the next attack.)
2. Eye Beam (Ranged): Gloomeye fires a concentrated, destructive
beam of dark energy from one of its many eyes. (Deals D6 damage and has a
chance to blind the target for 1 round, reducing their attack roll.)
3. Void Shield (Special): Gloomeye surrounds itself with a swirling
energy barrier that shields it from harm. (Blocks the next attack and grants
resistance to any damage taken for 1 round.)
4. Gravitational Pull (New Move): Gloomeye manipulates the void,
pulling enemies towards itself. (All enemies within a 2-space radius must make a
Strength check or be pulled into close range, where they become vulnerable to Orb
Smash or Eye Beam.)
Nightwing
Type: Dark
Stage: Evolved (Stage 2)
Appearance:
Nightwing has grown into a larger, more imposing owl-like creature. Its feathers
have deepened in hue, becoming almost completely black, with streaks of silver
that resemble faint, glowing constellations. The crescent moon markings have
expanded, forming intricate patterns along its wings and body, which shimmer
faintly in the dark. Its eyes glow with an even more intense, ethereal starlight,
and its talons are now like razor-sharp obsidian, exuding an aura of dark power.
Nightwing’s wings have further developed to absorb light completely, enabling it
to blend perfectly into any night sky. When it takes flight, it leaves no trace, like a
shadow moving through the air.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Silent Dive (Melee): Nightwing dives silently from the shadows to
strike with swift, sharp talons. (Deals D6 damage, and if the target is unaware of
Nightwing’s presence, they are stunned for 1 round.)
2. Moonlit Gaze (Ranged): Nightwing’s piercing gaze radiates a cold,
hypnotic light, freezing the target in place. (Deals D6 damage, and the target
must make a Wisdom saving throw or be paralyzed for the next round, unable to
take actions.)
3. Shadow Perch (Special): Nightwing melds into the darkness, becom-
ing nearly invisible. (Gain +2 to defense for the next round, and enemies who try
to attack Nightwing suffer disadvantage on their rolls.)
4. Eclipse Wings (New Move): Nightwing summons a burst of dark
energy as it spreads its wings, obscuring its surroundings. (Deals D6 damage to
all enemies within a 2-space radius and reduces their defense by 1 for the next
round, disorienting them.)

Luminara
Type: Light
Stage: Evolved (Stage 2)
Appearance:
Luminara has grown into a larger and more ethereal jellyfish-like creature,
with a shimmering golden glow that radiates from within. Its translucent body
now glows with an intense, almost blinding brilliance, and its tentacles have
lengthened and become more intricate, resembling golden, luminous filaments.
The golden glow pulses gently, and its light has taken on a warm, calming aura
that contrasts with the harshness of most other creatures. Luminara’s presence
illuminates the area around it, leaving trails of radiant light in its wake. It floats
gracefully through the air, its movements smooth and fluid, as if it’s one with the
very light it emanates.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Radiant Lash (Melee): Luminara strikes with its glowing, extended
tentacles, sending out radiant shockwaves. (Deals D6 damage, and the target
must make a Constitution saving throw or be stunned for 1 round.)
2. Light Torrent (Ranged): Luminara unleashes a powerful burst of
concentrated light, searing its target. (Deals D6 damage, and blinds the target for
the next round, reducing their accuracy.)
3. Radiant Glow (Special): Luminara floods the battlefield with
blinding light, disorienting enemies. (Enemies’ next attack has disadvantage, and
they must make a Dexterity saving throw or be blinded for 1 round.)
4. Sunbeam Shield (New Move): Luminara creates a radiant barrier of
light around itself or an ally, deflecting attacks. (For the next round, Luminara or
an ally gains +2 defense, and incoming ranged attacks are deflected back, dealing
D4 damage to the attacker.)
Solara
Type: Light
Stage: Evolved (Stage 2)
Appearance:
Solara has evolved into a majestic, larger bird with radiant golden feathers that
seem to shimmer with the intensity of the sun. Its wings have grown significantly,
now glowing brightly with soft, golden light, and it trails streaks of sunbeam-like
energy as it flies. The bird’s eyes now shine with an intense white light, exuding
a sense of calm yet immense power. The glow from its wings and feathers brings
warmth to the surrounding area, and its presence is soothing yet awe-inspiring,
like a living embodiment of sunlight itself.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Solar Peck (Melee): Solara jabs with its powerful beak, radiating
light with each strike. (Deals D6 damage and causes the target to take 1 addition-
al damage from the next attack they receive within the next round.)
2. Blinding Sunburst (Ranged): Solara releases a focused burst of light
energy that explodes in a brilliant flash. (Deals D6 damage and blinds the target
for the next round, causing disadvantage on their attacks.)
3. Healing Radiance (Special): Solara releases a wave of healing light,
mending minor wounds. (Restores 3 HP to Solara or an ally.)
4. Searing Aura (New Move): Solara emanates a radiant aura of in-
tense sunlight, burning any foes within range. (For the next round, all enemies in
melee range take D4 damage at the start of their turn, and their speed is reduced
by half.)

Luminivy
Type: Light
Stage: Evolved (Stage 2)
Appearance:
Luminivy has evolved into a larger, more intricate vine-like creature. Its vines
have grown longer and more intertwined, with radiant yellow leaves now more
numerous and giving off a brighter, almost blinding glow. The pulsating core
at the center of its form has expanded and now emits a soft, radiant aura that
illuminates its surroundings. Its vines have developed a crystalline texture at
the tips, making them sharper and more resilient. Luminivy moves with an
elegant, fluid grace, its vines undulating through the air like a dance. The creature
radiates warmth and light, capable of bending and manipulating its vines with
precision.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Vine Whip (Melee): Luminivy strikes with its glowing, crystal-
line-tipped vines, dealing damage and causing the target to be briefly stunned.
(Deals D6 damage, target must make a Constitution check or be stunned for 1
round, reducing their next action’s effectiveness.)
2. Solar Burst (Ranged): Luminivy releases a concentrated burst of
radiant seeds, which explode upon impact, releasing a flash of bright light. (Deals
D6 damage, causes temporary blindness for 1 round, reducing the target’s accura-
cy for their next attack.)
3. Solar Shield (Special): Luminivy absorbs sunlight to create a pro-
tective barrier around itself, strengthening its defense. (Reduces incoming damage
by 2 for the next round and heals Luminivy for 1 HP if it’s in sunlight.)
4. Radiant Growth (New Move): Luminivy accelerates the growth of
its vines, ensnaring enemies in a burst of light-infused tendrils. (Entangles all
enemies in a 2-space radius, preventing them from taking actions until they make
a Strength check to break free, or for 1 round.)
Solambrus
Type: Light
Stage: Evolved (Stage 2)
Appearance:
Solambrus has evolved into a majestic, radiant sheep-like creature. Its
fleece now shines with an intense, brilliant light, sparkling like the stars
themselves. The small golden horns have grown larger and are now sur-
rounded by a gentle halo of light, constantly pulsing with energy. Its eyes
gleam with a soft, peaceful glow, and its body radiates a calming, warm
light that soothes its allies and disorients its enemies. The glow from Sol-
ambrus’ fleece is so intense that it leaves traces of light wherever it walks,
and its presence can illuminate the darkest places with ease.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Solar Charge (Melee): Solambrus charges forward with its
glowing horns, striking with immense force. (Deals D6 damage and
blinds the target for the next round.)
2. Radiant Bolt (Ranged): Solambrus releases a powerful bolt
of light energy that can pierce through darkness. (Deals D6 damage and
stuns the target for 1 round, reducing their ability to act.)
3. Celestial Aura (Special): Solambrus’ fleece glows with radi-
ant energy, enveloping allies in a protective shield. (Reduces all damage
taken by 2 for 1 turn.)
4. Healing Radiance (New Move): Solambrus releases a gentle
burst of healing light, restoring health to itself or an ally. (Restores 4
HP.)

Prismhare
Type: Light
Stage: Evolved (Stage 2)
Appearance:
Prismhare has grown significantly, now resembling a larger, more elegant
rabbit-like creature with a radiant and shimmering coat of fur. The once-small
glowing yellow patterns on its ears have expanded to cover its entire body in
mesmerizing rainbow hues that shift and change with its movements. Its eyes
now glow with vibrant, prismatic colors, and the tips of its ears have developed
into long, flowing tendrils of light. The longer, stronger hind legs allow it to leap
gracefully, almost like it’s bounding on beams of light.
Stats:
• HP: 13
• Damage: D6
Moves:
1. Radiant Strike (Melee): Prismhare spins in a flash of light and
strikes with its powerful glowing ears. (Deals D6 damage and leaves a trail of
dazzling light that confuses the target, making their next attack less accurate.)
2. Prismatic Blast (Ranged): Prismhare releases a concentrated burst
of radiant energy in a wide arc. (Deals D6 damage and disorients all enemies in
range, imposing disadvantage on their next attack.)
3. Lightveil (Special): Prismhare creates a shimmering veil of light,
granting itself or an ally an aura of protection. (Absorbs the next 2 points of
damage for the target.)
4. Spectrum Dance (New Move): Prismhare leaps into the air, leaving
behind a streak of colorful light. (Evades all incoming attacks for 1 round and
gains +1 to all damage in the next round.)
Luminorb
Type: Light
Stage: Evolved (Stage 2)
Appearance:
Luminorb has grown larger and more majestic, with its once-small spher-
ical form now glowing brighter and emitting a radiant aura. The golden
surface is now adorned with intricate patterns that ripple with light,
almost like a living constellation. Its cute eyes remain, now glowing with
a soft but intense white light in the center of its core. Luminorb floats
gracefully, with its glowing body casting warm light in all directions. The
energy pulses within its core have grown stronger, now swirling with an
almost hypnotic intensity.
Stats:
• HP: 13
• Damage: D6
Moves:
1. Radiant Charge (Melee): Luminorb surges forward, slam-
ming its glowing body into enemies with greater force. (Deals D6 damage
and briefly stuns the target, preventing them from acting next round.)
2. Solar Flare (Ranged): Luminorb releases a concentrated beam
of radiant energy from its core. (Deals D6 damage and burns enemies,
causing them to take an additional D4 damage at the start of their next
turn.)
3. Blinding Nova (Special): Luminorb releases an explosion of
light in all directions. (All enemies within range are blinded for 1 round
and suffer disadvantage on their next attack.)
4. Luminous Shield (New Move): Luminorb envelops itself or an
ally in a protective shield of pure light. (Absorbs up to 3 points of damage
from the next attack and increases the target’s defense for 1 round.)

NeuroBehemoth
Type: Psychic
Stage: Evolved (Stage 2)
Appearance:
NeuroBehemoth has grown into a massive, imposing rodent-like creature. Its body
is now the size of a dog with thick, sleek fur that retains its shimmering purple
hue, but it now has streaks of blue and black running through it. The glowing
third eye on its forehead has expanded into a large, radiant orb that pulses with
psychic energy. Its tail, once thin and tipped with a glowing sphere, is now thick
and muscular, ending in a large, spiked psychic orb that can discharge energy with
a single flick. The NeuroBehemoth’s claws are longer and more pronounced, crack-
ling with psychic energy, while its teeth have become sharper, capable of delivering
devastating bites.
Stats:
• HP: 14
• Damage: D6
Moves:
1. Psychic Claw (Melee): NeuroBehemoth slashes with its long, ener-
gy-charged claws. (Deals D6 damage and can disarm the enemy on a roll of 7 or
higher.)
2. Mental Devastation (Ranged): NeuroBehemoth charges its psychic
energy into a focused beam, unleashing it at enemies from a distance. (Deals D6
damage and causes enemies to take 1 extra damage on their next turn from all
sources.)
3. Psionic Roar (Special): NeuroBehemoth emits a deafening psychic
roar that shakes the battlefield. (All enemies in range suffer disadvantage on their
next attack, and their speed is reduced by 1 for 1 round.)
4. Mind Lash (New Move): NeuroBehemoth strikes at the enemy’s
mind with psychic force, causing excruciating pain. (Deals D6 damage and in-
flicts confusion, causing the target to roll a d4 to determine if they miss their next
turn.)
Astralpounce
Type: Psychic
Stage: Evolved (Stage 2)
Appearance:
Astralpounce has grown into a sleek, graceful feline creature with an ethereal
presence. Its lavender fur now has an iridescent sheen, with glowing white and
purple lines running across its body, tracing the contours of its muscles. The
glowing markings are brighter and more intricate, resembling constellations
that pulse gently as it moves. Its large ears are now more angular, and they seem
to pick up even the slightest mental shifts, reacting to the subtlest changes in the
air. Astralpounce’s eyes shine brightly, and a faint aura of psychic energy swirls
around it. Its claws have become longer, sharper, and imbued with psychic power,
while its tail has developed a glowing, wispy trail that leaves a faint arc of light
behind it as it moves.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Astral Slash (Melee): Astralpounce slashes with its sharp, glowing
claws, infused with psychic energy. (Deals D6 damage and can temporarily
weaken the enemy’s next attack, reducing their damage by 1.)
2. Psychic Arc (Ranged): Astralpounce sends a wave of concentrated
psychic energy at its foes. (Deals D6 damage and disorients the target, causing
them to suffer disadvantage on their next move.)
3. Lunar Leap (Special): Astralpounce teleports to a nearby location,
leaving behind a trail of shimmering stardust. (Gain +1 to defense for the next
round and instantly evade 1 attack.)
4. Cosmic Tail (New Move): Astralpounce lashes out with its glowing
tail, emitting a burst of psychic force. (Deals D6 damage to a single target and
causes them to become stunned for 1 round, unable to take action.)

Psychoserpent
Type: Psychic
Stage: Evolved (Stage 2)
Appearance:
Psychoserpent is a sleek, serpent-like creature that has grown in both size and
power. Its scales now shimmer in shades of deep blue and violet, and its glowing
markings have become more intricate, swirling across its body in mesmerizing
patterns. The gem-like crest atop its head has grown larger and pulses with radi-
ant psychic energy, occasionally flickering with sparks of light. Its tail has become
longer, more muscular, and adorned with glowing psychic energy that crackles
when it moves. The creature’s eyes have also intensified, glowing with an inner
light that reflects its sharp, psychic awareness.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Psychic Lash (Melee): Psychoserpent strikes with its enhanced,
glowing tail, now infused with even more psychic energy. (Deals D6 damage and
reduces the target’s defense by 1 for the next round.)
2. Mind Blast (Ranged): Fires a concentrated burst of psychic energy
from its crest, targeting the mind of its foe. (Deals D6 damage and disorients the
enemy, giving them disadvantage on their next move.)
3. Energy Barrier (Special): Creates a powerful psychic shield around
itself, absorbing damage. (Reduces incoming damage by 2 for 1 round.)
4. Psychic Coil (New Move): Psychoserpent wraps its psychic tail
around its opponent, draining their willpower. (Deals D6 damage and stuns the
target for 1 round, preventing them from acting.)
Mindfox
Type: Psychic
Stage: Evolved (Stage 2)
Appearance:
Mindfox has grown into a more imposing and refined creature. Its shadowy, fox-
like form is sleek and elongated, with a coat of deep indigo and shimmering silver
markings running across its body. The luminous spots on its fur now glow with
a pulsating, ethereal light, and its bushy tail has become much larger, trailing
psychic energy that flickers and shifts like dark mist. Its eyes, once subtle, now
shine with intense psychic power, revealing its heightened awareness. Mindfox
moves with unnerving speed, its body flickering between shadow and reality as it
manipulates its surroundings.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Spectral Bite (Melee): Mindfox strikes with its sharpened fangs,
infused with psychic power that cuts through the fabric of reality. (Deals D6
damage and applies confusion to the target, causing them to roll disadvantage on
their next attack.)
2. Mental Surge (Ranged): Fires a concentrated burst of mental energy
that ricochets through the minds of multiple targets. (Deals D6 damage to a single
target or D4 to two targets.)
3. Phantom Cloak (Special): Mindfox envelops itself in a shifting veil
of shadow and psychic energy, making it nearly impossible to track. (Avoids all
damage from one attack and reduces the damage of the next attack by half.)
4. Mind Snare (New Move): The Mindfox creates a psychic trap
around an enemy, binding them in place. (Deals D6 damage and immobilizes the
target for 1 round, preventing any movement or attacks.)

Echowing
Type: Psychic
Stage: Evolved (Stage 2)
Appearance:
Echowing has grown into a larger, more majestic creature with an expanded
wingspan that shimmers with an ethereal glow. Its dark purple body is now
accentuated by intricate patterns of silver and violet, which pulse with psychic
energy. The wings are vast and bat-like, with translucent tips that ripple with
sound waves as it moves. Echowing’s glowing ears are now larger and more
expressive, amplifying the creature’s psychic abilities. Its large, bright eyes reflect
a deep, otherworldly intelligence, and its presence creates a haunting, psychic
resonance that resonates in the minds of those nearby.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Echo Barrage (Melee): Echowing unleashes a flurry of psychic-pow-
ered wing slashes that reverberate through the air. (Deals D6 damage and causes
hearing disorientation, reducing the target’s next ranged attack by 1.)
2. Sonic Boom (Ranged): Echowing releases a powerful blast of sound
and psychic energy, causing the air to vibrate with force. (Deals D6 damage and
pushes back the target 1 space.)
3. Mental Resonance (Special): Echowing creates a psychic field around
its opponent, disorienting their mind. (Stuns the target for 1 round and reduces
their defense by 1 for 2 turns.)
4. Psychic Pulse (New Move): Echowing sends out a focused pulse of
psychic energy that strikes multiple foes. (Deals D6 damage to a single target or
D4 to two targets within range.)
Loomshade
Type: Psychic
Stage: Evolved (Stage 2)
Appearance:
Loomshade has grown into a larger, more ethereal form, with its body now
semi-transparent, glowing with radiant psychic energy. Its tendrils have elongat-
ed and now split into three distinct glowing wisps that trail behind it as it hovers.
The once round shape has transformed into an elegant, more angular silhouette,
with the tendrils becoming sharp, ethereal extensions of its form. Loomshade’s
body pulses with a soothing light, and its movements are even more fluid, as if
shifting between dimensions. The psychic energy it emits creates faint, ghostly
patterns in the air around it, leaving behind traces of light wherever it moves.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Tendril Lash (Melee): Loomshade strikes with its elongated tendrils,
now capable of reaching greater distances. (Deals D6 damage and causes the
target to become paralyzed for 1 turn, reducing its mobility.)
2. Psychic Orb (Ranged): Loomshade charges and launches a concen-
trated ball of psychic energy at its target, bursting on impact. (Deals D6 damage
and disorients the target, causing disadvantage on their next attack.)
3. Phase Glide (Special): Loomshade becomes intangible and moves
through solid objects, avoiding all damage. (Negates damage from one attack and
teleports to a different location within range.)
4. Mind Weave (New Move): Loomshade weaves a psychic web around
its target, warping their perception of space and time. (The target becomes con-
fused and is forced to move in the opposite direction of their intended target for 1
round.)

Pixflare
Type: Fae
Stage: Evolved (Stage 2)
Appearance:
Pixflare has grown into a larger, more radiant being, still retaining its ethereal,
fairy-like qualities but now with an amplified presence. Its lavender skin glows
brighter, and its wisp-like tails have multiplied into several luminous tendrils
that flicker with a mix of soft light and radiant energy. Pixflare’s eyes shine with
an intense, almost hypnotic glow, and its wings have expanded into delicate,
translucent shapes that shimmer with multicolored patterns, resembling the wings
of a butterfly in motion. The aura around Pixflare has a calming yet electrifying
effect, pulling those nearby into a tranquil but captivating space.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Radiant Slash (Melee): Pixflare swings its now elongated claws,
crackling with fae magic. (Deals D6 damage and causes a burst of dazzling light,
disorienting the target and imposing disadvantage on their next attack.)
2. Glimmerburst (Ranged): Pixflare releases a focused beam of fae en-
ergy that expands upon impact. (Deals D6 damage and blinds the target, causing
them to miss their next attack.)
3. Whimsy Veil (Special): Pixflare cloaks itself in a veil of shifting
light, confusing enemies. (Grants +2 to defense for 1 round and forces all enemies
to reroll their attacks against it during that turn.)
4. Enchanted Bloom (New Move): Pixflare causes flowers to bloom
around it, releasing a calming fragrance. (All allies within range recover 1 HP
and gain +1 to their next roll.)
Stellabun
Type: Fae
Stage: Evolved (Stage 2)
Appearance:
Stellabun has grown larger and more elegant, now resembling a magical hare
with delicate, glowing wings sprouting from its back. Its fur has deepened in hue,
transitioning from soft pink to a more radiant blush, with golden streaks running
through its ears, tail, and paws. The tiny star-like spots on its back have multi-
plied into sparkling constellations that shift and twinkle as if alive. Its glowing
wings, while small, shimmer like stardust, allowing it to hover and glide with an
airy grace. Its eyes now shine with a cosmic glow, reflecting the night sky.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Starlight Dash (Melee): Stellabun leaps forward, propelled by the
power of starlight, to strike with an explosive burst. (Deals D6 damage and cre-
ates a flash of light, blinding the target and causing disadvantage on their next
attack.)
2. Fairy Nova (Ranged): Stellabun shoots a radiant blast of magical
energy that expands into a small nova upon impact. (Deals D6 damage and
creates a burst of energy that causes enemies within range to take 1 damage.)
3. Celestial Hop (Special): Stellabun jumps into the air, surrounded by
a glowing aura, evading attacks. (Grants +2 to defense for 1 round and evades the
first attack made against it during that turn.)
4. Astral Blessing (New Move): Stellabun taps into the power of the
stars, healing itself and its allies. (Restores 2 HP to Stellabun and 1 HP to any
nearby allies.)

Floralis
Type: Fae
Stage: Evolved (Stage 2)
Appearance:
Floralis has grown into a larger, more elegant creature, resembling a graceful,
flower-like being. Its petals have expanded and now form a radiant halo around
its head, with vibrant colors that shift and shimmer like the changing hues of a
blooming garden. The flower bud on its back has bloomed fully, revealing a radi-
ant and multicolored blossom that emits a soft, soothing fragrance. Its green body
has become more refined, with delicate vine-like appendages that extend from its
sides, which glow faintly in response to its emotions. Floralis radiates calm and
beauty, like a walking garden of enchantment.
Stats:
• HP: 11
• Damage: D6
Moves:
1. Blooming Petal (Melee): Floralis strikes with its now fully bloomed
petals, sharp and razor-like. (Deals D6 damage and can cause the target to
become tangled in vines, reducing their mobility and causing them to suffer -1 to
their next attack roll.)
2. Pixie Whirl (Ranged): Floralis releases a powerful burst of spar-
kling pollen and flower petals that whirl through the air. (Deals D6 damage and
creates a dazzling effect, causing enemies in the area to become distracted, taking
-1 to their next roll.)
3. Floral Aura (Special): Floralis surrounds itself with a radiant aura
of blooming flowers, increasing its defense. (Grants +2 to defense for 1 round, and
heals 1 HP for any allies within range.)
4. Verdant Vigor (New Move): Floralis draws from the natural world,
channeling energy to rejuvenate itself and its allies. (Restores 2 HP to Floralis
and 1 HP to each nearby ally.)
Moonlithe
Type: Fae
Stage: Evolved (Stage 2)
Appearance:
Moonlithe is a larger, more majestic feline creature with a refined, ethereal ele-
gance. Its fur now shimmers like moonlight, shifting between soft silvery hues that
glow faintly in the dark. The sleek, long whiskers have grown more pronounced,
now resembling glowing tendrils of starlight that flicker and trail behind it. Its
eyes are bright and piercing, glowing with an otherworldly, calming light. The
tail has lengthened and is more fluid, swirling like liquid silver, with an ethereal
glow at its tip. Moonlithe moves with an aura of mystique, leaving trails of shim-
mering light wherever it steps, and it exudes a quiet, graceful power.
Stats:
• HP: 11
• Damage: D6
Moves:
1. Lunar Slash (Melee): Moonlithe uses its glowing whiskers, now
sharp as silver blades, to strike with devastating precision. (Deals D6 damage,
with a chance to inflict “Moon Burn,” causing enemies to take 1 extra damage the
following turn.)
2. Starfall Shot (Ranged): Fires a rapid burst of concentrated fae light
in the shape of falling stars. (Deals D6 damage, with a chance to confuse the
target, causing them to roll with disadvantage on their next action.)
3. Phantom Prowl (Special): Moonlithe melts into the shadows, moving
without a sound to evade an attack. (Avoids 1 attack and gains +2 to the next
attack roll.)
4. Moonlit Grace (New Move): Moonlithe radiates a calming aura of
moonlight, restoring energy to its allies. (Heals 2 HP for all allies within range
and grants them +1 to their next roll.)

Bellara
Type: Fae
Stage: Evolved (Stage 2)
Appearance:
Bellara has transformed into a more graceful and enchanting version of its previ-
ous form. Its porcelain-like body now shimmers with a radiant glow, reflecting a
spectrum of soft pastel colors. Its bell shape has grown more elegant, with intricate
golden patterns swirling along its curves, and delicate, ethereal rings now
surround its base. Bellara floats effortlessly in the air, its chiming sound growing
more melodic and soothing. The soft glow emanating from its form has intensified,
and small, shimmering tendrils of energy extend from its body, each one vibrating
in harmony with its sound. Its soft, bell-like structure now resonates with a calm
yet powerful aura.
Stats:
• HP: 11
• Damage: D6
Moves:
1. Resonance Strike (Melee): Bellara creates a focused sonic wave with
its body, delivering a sharp, concussive sound that rattles its target. (Deals D6
damage and has a chance to cause disorientation, making the target have disad-
vantage on their next roll.)
2. Echoing Harmonics (Ranged): Bellara sends out a wave of sound
energy that vibrates through the air, reaching its target from afar. (Deals D6
damage and causes enemies to take 1 additional damage on the next turn.)
3. Healing Chime (Special): Bellara emits a soft, calming chime that
restores health. (Heals 3 HP for itself or an ally and removes one negative condi-
tion from the target.)
4. Sonic Shield (New Move): Bellara creates a protective barrier of
harmonic energy, deflecting incoming damage. (Reduces all damage taken by 2
for the next turn, and reflects 1 damage back to the attacker.)
Glimmerowl
Type: Fae
Stage: Evolved (Stage 2)
Appearance:
Glimmerowl has grown into a more majestic and radiant form. Its wings are now
large and shimmering with intricate patterns that resemble starlit constella-
tions, leaving behind trails of twinkling light as it flutters through the air. The
eyes, once large and glittering, have expanded, now glowing with a mesmerizing
spectrum of colors that seem to shift and sparkle with the power of the stars. Its
feathers have become even more ethereal, glowing softly in hues of violet, gold, and
silver. The creature’s tiny body now has a more regal presence, floating gracefully
with an aura of mysticism and light.
Stats:
• HP: 11
• Damage: D6
Moves:
1. Starstrike Peck (Melee): Glimmerowl pecks with enhanced precision,
its beak glowing like a shooting star. (Deals D6 damage and has a chance to cause
blindness, reducing the target’s accuracy for the next turn.)
2. Prismatic Beam (Ranged): Glimmerowl releases a concentrated
beam of rainbow-colored energy that surges forward like a cosmic ray. (Deals D6
damage and has a chance to cause a status effect, such as paralysis or confusion,
based on the rainbow color.)
3. Celestial Flight (Special): Glimmerowl flutters with incredible speed,
creating a dazzling spectacle that disorients foes. (The next attack on Glimme-
rowl or its allies has disadvantage, and its next attack deals +1 damage due to the
confusion it causes in the enemy’s ranks.)
4. Astral Radiance (New Move): Glimmerowl emits a brilliant flash of
celestial light that heals its allies and weakens enemies. (Heals 2 HP for all allies
and causes enemies within range to take 1 less damage for 1 turn.)

Fleshthorn
Type: Abomination
Stage: Evolved (Stage 2)
Appearance:
Fleshthorn’s body has expanded and mutated even further, with larger, jagged
limbs and even more unsettling features. Its skin, now an even deeper shade of
pink, appears thicker and more grotesque, as if it is still constantly in a state of
flux. Multiple limbs extend from its body, some ending in vicious, barbed blades
and others in twisted, pulsating appendages. The creature’s face has become a
horrific amalgamation of mouths and eyes, with some eyes seeming to weep a
strange, viscous liquid, and the mouths constantly shifting, emitting unsettling
noises. A long, gnarled tail extends from its back, tipped with a barbed, fleshy
spear that pulses with malevolent energy.
Stats:
• HP: 14
• Damage: D6
Moves:
1. Rend Flesh (Melee): Fleshthorn swings its grotesque, barbed limb,
tearing at flesh with an unnerving force. (Deals D6 damage and has a chance to
cause bleeding, dealing 1 damage each turn for 2 turns.)
2. Fleshquake (Ranged): Fleshthorn releases a burst of pulsating,
corrupted energy that rattles the ground. (Deals D6 damage and has a chance to
disorient enemies, giving them disadvantage on their next roll.)
3. Visceral Warp (Special): Fleshthorn contorts and reshapes its body
into a horrifying mass of flesh and limbs, making it near impossible to target.
(Gain +2 defense for 1 round, and the next attack against Fleshthorn is automat-
ically missed.)
4. Barbed Lash (New Move): Fleshthorn’s tail lashes out with horrific
speed, striking with the deadly barb at the end. (Deals D6 damage and has a
chance to paralyze the target for 1 turn, rendering them unable to act.)
Gloomslick
Type: Abomination
Stage: Evolved (Stage 2)
Appearance:
Gloomslick has transformed into a more formidable and unsettling version of
itself. Its once-small form has grown larger and more grotesque, now with a
bulbous body that pulses with dark, iridescent slime. The oily sheen of its skin
glows faintly in the dark, reflecting the ambient light in eerie, shifting patterns.
Its single eye has grown larger and now glows with an eerie green hue, surrounded
by writhing, pulsating tendrils that seem to move with a mind of their own. Long,
whip-like appendages hang from its back, leaving trails of corrosive slime in their
wake. Its body moves in unnatural ways, slithering with a disturbing, slippery
grace, while its acid drips leave behind toxic pools that can burn and corrode
anything they touch.
Stats:
• HP: 16
• Damage: D6
Moves:
1. Toxic Lash (Melee): Gloomslick strikes with a long, barbed slime
tendril covered in corrosive fluid. (Deals D6 damage and has a chance to reduce
enemy defense for 1 round, making them more vulnerable to subsequent attacks.)
2. Acid Rain (Ranged): Gloomslick releases a cloud of acidic droplets
that rain down on enemies. (Deals D6 damage, and has a chance to cause ongoing
acid burns—dealing 1 damage each turn for 2 turns.)
3. Gooenigma (Special): Gloomslick secretes a strange, shifting slime
that absorbs incoming attacks. (The next attack against Gloomslick deals 1 less
damage and has a chance to be completely absorbed, preventing damage entirely.)
4. Mire Spread (New Move): Gloomslick releases a burst of acidic slime
that spreads across the battlefield. (Deals D6 damage to all enemies in a 3-meter
radius and has a chance to slow enemies, reducing their movement speed by half
for 1 round.)

Warpbeast
Type: Abomination
Stage: Evolved (Stage 2)
Appearance:
Warpbeast has evolved into a more chaotic and formidable entity. Its blob-like
body has grown larger and more defined, with swirling colors of unstable energy
coursing beneath its translucent skin. The mass constantly shifts and vibrates,
creating a stunning display of ever-changing limbs and appendages that appear
briefly before collapsing back into its core. The creature now hovers more confi-
dently, its form flickering in and out of solidity with each movement. Its energy
pulses with more intensity, leaving traces of fluctuating ripples in the air wherev-
er it moves, distorting the environment around it. Occasionally, glowing eyes or
extra appendages manifest briefly before merging back into its fluctuating form.
Stats:
• HP: 14
• Damage: D6
Moves:
1. Phase Bash (Melee): Warpbeast strikes with a solidified, temporarily
hardened portion of its body, then reverts back to its chaotic form. (Deals D6
damage and has a chance to phase through enemy defenses, reducing their armor
by 1 for the next round.)
2. Energy Surge (Ranged): Warpbeast releases a violent surge of
unstable energy, pushing and disrupting enemies. (Deals D6 damage and has
a chance to displace enemies, causing them to lose their positioning or become
momentarily disoriented, causing them to miss their next attack.)
3. Flux Shield (Special): Warpbeast surrounds itself with a swirling
vortex of unstable energy, gaining temporary protection. (Gain +2 defense for the
next round, and negate the next incoming attack entirely.)
4. Phase Reversal (New Move): Warpbeast flickers its form backward
in time, momentarily rewinding its energy. (Heals 3 HP and cancels the effects of
a negative status effect currently affecting it.)
Gloommonarch
Type: Abomination
Stage: Evolved (Stage 2)
Appearance:
Gloommonarch has grown into a far larger and more foreboding creature,
its gelatinous body now a swirling mass of deep, shadowy ooze that seems to
absorb light around it. The form is more defined, with semi-formed tendrils and
protrusions that can stretch and retract at will. Its unsettling eyes have grown
larger, now glowing ominously from within its murky body, and they follow its
enemies with an eerie, predatory gaze. The ooze constantly shifts and bubbles,
creating erratic, disturbing patterns. The creature’s amorphous nature allows it
to morph its shape to fit its needs, whether to strike, defend, or engulf. The aura
around Gloommonarch pulses with an oppressive, dark energy that makes it feel
as though it’s dragging the very air around it into its depths.
Stats:
• HP: 14
• Damage: D6
Moves:
1. Blubber Slam (Melee): Gloommonarch lashes out with a massive
appendage of its ooze, slamming into enemies with overwhelming force. (Deals D6
damage, and the target is knocked back, reducing their movement range for the
next round.)
2. Acid Torrent (Ranged): Gloommonarch expels a powerful, concen-
trated stream of corrosive acid. (Deals D6 damage and the target suffers -2 to
their next defense roll.)
3. Absorb Energy (Special): Gloommonarch draws in the surrounding
energy, replenishing itself. (Restores 4 HP, and removes any debuffs currently
affecting it.)
4. Siphon Grasp (New Move): Gloommonarch extends its tendrils to
latch onto an enemy, draining their vitality. (Deals D6 damage and restores half
the damage dealt as HP to Gloommonarch.)

Zygnosis
Type: Abomination
Stage: Evolved (Stage 2)
Appearance:
Zygnosis has transformed into an even more grotesque, twisted being. Its body
is now a chaotic mass of multiple, semi-formed limbs, eyes, and mouths, all con-
stantly shifting and rearranging in a disturbing, constant flux. Erratic electrical
pulses surge through its body, causing violent sparks to fly from its limbs and
jagged edges. Its skin is an unnatural shade, flickering between hues of sickly
green and electric blue, and the air around it crackles with unstable energy. Each
movement of Zygnosis is unpredictable as its form stretches and twists at odd
angles. The myriad eyes shift, glaring from every direction, while its ever-twitch-
ing mouths emit disturbing, gibbering sounds that seem to carry a deep, unsettling
vibration.
Stats:
• HP: 12
• Damage: D6
Moves:
1. Disjointed Maul (Melee): Zygnosis uses its unpredictable limbs to
launch a flurry of crushing blows from every angle. (Deals D6 damage, and
the target suffers -1 to their next defense roll due to the sheer randomness of the
attack.)
2. Volt Burst (Ranged): Zygnosis unleashes a chaotic burst of erratic,
crackling energy from its body. (Deals D6 damage, and the target suffers -2 to
their next roll, as they are temporarily disoriented.)
3. Body Warp (Special): Zygnosis contorts its body into unnatural
shapes, distorting its form to evade attacks. (Gain +2 to defense for the next
round, and the target suffers disadvantage on any rolls to hit it.)
4. Arcane Distortion (New Move): Zygnosis distorts the fabric of
reality around it, causing brief, disorienting flashes of light and sound. (Deals D6
damage, and the target suffers confusion for the next turn, making all their rolls
at disadvantage.)
Wretchbeast
Type: Abomination
Stage: Evolved (Stage 2)
Appearance:
Wretchbeast has transformed into an even more monstrous version of itself.
Its body is now an unstable, nightmarish mass of mutated flesh, twisting and
reshaping constantly. Large, grotesque growths and bulging masses of mutated
tissue erupt from its skin, as if its very form is fighting against its own nature.
Its multiple jagged appendages have become even larger, with spikes that extend
from its arms and back, dripping with toxic ooze. Wretchbeast’s face is barely
recognizable, as its features have distorted into a horrifying, amorphous visage
of eyes, mouths, and pustules. The creature exudes a constant aura of sickness, its
body leaking dangerous, mutagenic fluids that warp the ground it touches.
Stats:
• HP: 14
• Damage: D6
Moves:
1. Jagged Rend (Melee): Wretchbeast slashes with its mutated, gro-
tesque limbs, tearing through anything in its path. (Deals D6 damage, and the
target suffers -2 to their next attack roll as the jagged strike disrupts their focus.)
2. Mutagenic Blast (Ranged): Wretchbeast spits a massive glob of cor-
rosive, mutagenic ooze that erupts on impact. (Deals D6 damage, and the target
suffers -1 to their defense roll as the mutagen continues to corrode them.)
3. Flesh Torrent (Special): Wretchbeast bursts with a violent mutation,
temporarily increasing its size and strength. (Gain +2 to damage for the next
round, and the next incoming attack against it deals 1 less damage due to its
warped, defensive body.)
4. Churning Mass (New Move): Wretchbeast can rapidly mutate part
of its body to form protective armor or offensive spines. (Gain +2 defense for the
next turn, or deal an additional D4 damage on the next attack by spiking its
limbs with fresh growths.)
Basic Mixes

Flarefin (Fire/Water)
Appearance:
A small fish-like creature with fiery orange fins that constantly shimmer like
flames. Its body is translucent blue, resembling molten glass, with steam occasion-
ally rising from its surface.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Scalding Snap (Melee) - Bites with superheated jaws. (Deal d4
damage.)
2. Steam Burst (Ranged) - Releases a cloud of scalding steam. (Deal d4
damage.)
3. Thermal Surge (Special) - Temporarily raises its temperature,
dealing an extra +1 damage on its next move.
Behavior:
Hyperactive and playful, Flarefin darts around in both water and fire, leaving
trails of bubbles and embers.

Duskling (Dark/Fae)
Appearance:
A tiny, winged pixie with shadowy skin and glowing, iridescent wings that shim-
mer like moonlight. Its mischievous eyes shine with a silvery hue.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Shadow Swipe (Melee) - Slashes with sharp claws of darkness. (Deal
d4 damage.)
2. Gleam Bolt (Ranged) - Shoots a beam of shimmering light. (Deal d4
damage.)
3. Wisp Veil (Special) - Surrounds itself in ghostly light, making it
harder to hit. (Gain +1 to defense for one round.)
Pebblemole (Earth/Beast)
Appearance:
A small, mole-like creature covered in smooth, stone-like scales. Its nose glows
faintly, resembling a tiny lantern.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Stone Scratch (Melee) - Scrapes its rocky claws across its opponent.
(Deal d4 damage.)
2. Pebble Toss (Ranged) - Hurls small stones from its pouch. (Deal d4
damage.)
3. Burrow Shield (Special) - Digs underground to avoid damage.
(Gain +1 to defense for the next round.)
Behavior:
Curious and industrious, Pebblemole is constantly digging and unearthing shiny
objects.

Zephyrkit (Air/Fae)
Appearance:
A kitten-sized creature with feathery tufts of fur that float gently, as if carried
by a breeze. Its ears resemble delicate wings.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Wind Claw (Melee) - Swipes with claws imbued with wind. (Deal d4
damage.)
2. Aerial Gleam (Ranged) - Shoots a glowing wind-blade from its tail.
(Deal d4 damage.)
3. Sky Dance (Special) - Creates a swirling updraft, dodging attacks.
(Gain +1 to defense for one round.)
Behavior:
Playful and energetic, Zephyrkit loves to chase leaves and perform acrobatics in
the air.

Luminub (Light/Air)
Appearance:
A small, cloud-like creature with a glowing golden core. Its edges shimmer with a
rainbow-like hue.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Glow Dash (Melee) - Strikes while moving at the speed of light.
(Deal d4 damage.)
2. Radiant Beam (Ranged) - Fires a concentrated beam of light. (Deal
d4 damage.)
3. Shimmer Veil (Special) - Envelops itself in dazzling light, blinding
foes. (Target suffers -1 to their next action.)
Behavior:
Gentle and curious, Luminub loves to hover over flowers and glow softly in the
dark.
Neuromite (Psychic/Abomination)
Appearance:
A small, insect-like creature with a bulbous, transparent head that reveals a
pulsating, glowing brain. Its spindly legs shimmer faintly, and its antennae end in
tiny glowing orbs.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Neural Sting (Melee) - Jabs with psychic-charged antennae. (Deal
d4 damage.)
2. Brainwave Surge (Ranged) - Releases a pulse of mental energy that
disorients enemies. (Deal d4 damage.)
3. Mind Break (Special) - Focuses its energy to momentarily disable a
target’s next action.
Behavior:
Methodical and calculating, Neurobit tends to observe its surroundings before
attacking, analyzing potential threats with its glowing brain.

Ashthorn (Fire/Earth)
Appearance:
A small, hedgehog-like creature with smoldering spines made of volcanic rock. Its
tiny paws leave singed prints.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Lava Prick (Melee) - Strikes with its fiery spines. (Deal d4 damage.)
2. Magma Toss (Ranged) - Hurls a molten rock at its foe. (Deal d4
damage.)
3. Flare Armor (Special) - Heats its body to scorch attackers. (Deal 1
damage to any melee attacker for the next round.)
Behavior:
Protective and bold, Ashthorn curls into a fiery ball when threatened.

Tidebug (Water/Psychic)
Appearance:
A small, Crawfish-like creature with a shimmering shell covered in glowing, blue
runes.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Pinch Strike (Melee) - Attacks with its rune-carved pincers. (Deal
d4 damage.)
2. Wave Pulse (Ranged) - Sends a ripple of water at its target. (Deal
d4 damage.)
3. Rune Shield (Special) - Activates its runes to block incoming at-
tacks. (Gain +1 to defense for one round.)
Behavior:
Calm and contemplative, Tidebug prefers to avoid fights unless provoked.
Blightflit (Abomination/Air)
Appearance:
A small, bat-like creature with translucent wings that ooze a faint, toxic mist.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Toxic Bite (Melee) - Bites with venomous fangs. (Deal d4 damage.)
2. Plague Mist (Ranged) - Releases a cloud of poisonous gas. (Deal d4
damage.)
3. Evasive Flight (Special) - Darts through the air, making itself
harder to hit. (Gain +1 to defense for one round.)
Behavior:
Skittish and flighty, Blightflit avoids combat, using its toxins to deter threats.

Glowchurn (Light/Earth)
Appearance:
A chubby, mole-like creature with glowing, golden veins running through its
rocky hide.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Luminous Claw (Melee) - Swipes with glowing claws. (Deal d4
damage.)
2. Radiant Stone (Ranged) - Throws a light-infused rock. (Deal d4
damage.)
3. Shine Burrow (Special) - Digs underground, leaving a blinding light
behind. (Gain +1 to defense for one round.)
Behavior:
Friendly and protective, Glowchurn often uses its light to guide others.

Hollowvine (Fae/Abomination)
Appearance:
A vine-like creature with hollow, glowing tendrils and thorny protrusions. Its
body pulses with a faint, eerie glow.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Tendril Slash (Melee) - Attacks with sharp, thorny vines. (Deal d4
damage.)
2. Eerie Whip (Ranged) - Strikes from afar with its glowing tendrils.
(Deal d4 damage.)
3. Life Drain (Special) - Absorbs energy from the target. (Recover 2
HP on a successful hit.)
Behavior:
Creepy and enigmatic, Hollowvine silently moves through dense vegetation,
watching intruders.
Pyrelume (Fire/Light)
Appearance:
A small orb-like creature surrounded by flickering golden flames. Its surface
shimmers like molten glass, and it leaves a glowing trail wherever it moves.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Flare Burst (Melee) - Explodes with a burst of flames. (Deal d4
damage.)
2. Radiant Beam (Ranged) - Fires a concentrated beam of light. (Deal
d4 damage.)
3. Ignite Hope (Special) - Grants a teammate +2 to their next roll.
Behavior:
Joyful and mischievous, Pyrelume seeks out those in need and lights their path.

Siltwing (Earth/Air)
Appearance:
A delicate creature resembling a moth with wings made of swirling sand and dust.
It seems to disintegrate and reform as it moves.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Sand Slash (Melee) - Cuts with razor-sharp sandy wings. (Deal d4
damage.)
2. Dust Cloud (Ranged) - Creates a blinding gust of sand. (Deal d4
damage.)
3. Burrow Dive (Special) - Digs into the ground to avoid an attack.
Behavior:
Nomadic and elusive, Siltwing thrives in barren landscapes and avoids conflict
unless provoked.

Umbralith (Dark/Psychic)
Appearance:
A shadowy, amorphous creature with a single, glowing crimson eye. Its edges
constantly shift, creating the illusion of movement even when still.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Shadow Lash (Melee) - Strikes with tendrils of darkness. (Deal d4
damage.)
2. Mind Pulse (Ranged) - Sends a burst of mental energy at its foe.
(Deal d4 damage.)
3. Void Blink (Special) - Teleports a short distance to evade an attack.
Behavior:
Cunning and secretive, Umbralith only appears during the darkest hours to prey
on unsuspecting travelers.
Tidefur (Water/Beast)
Appearance:
A small, otter-like creature with sleek, shimmering blue fur and fins on its legs. Its
tail ends in a paddle-like fin, and it carries a pearl-like orb.
Stats:
• HP: 6
• Damage: d4
Moves:
1. Aqua Swipe (Melee) - Slashes with water-coated claws. (Deal d4
damage.)
2. Bubble Burst (Ranged) - Shoots a stream of high-pressure bubbles.
(Deal d4 damage.)
3. Tidal Surge (Special) - Increases all teammates’ speed for one turn.
Behavior:
Playful and curious, Tidefur loves to swim in shallow waters and collect shiny
objects.

Starspore (Fae/Air)
Appearance:
A tiny floating creature resembling a dandelion seed with glowing golden fila-
ments. Its body sparkles with a faint iridescent light.
Stats:
• HP: 5
• Damage: d4
Moves:
1. Pollen Strike (Melee) - Coats the enemy in shimmering spores. (Deal
d4 damage.)
2. Luminous Drift (Ranged) - Launches glowing spores to dazzle foes.
(Deal d4 damage.)
3. Wind Dance (Special) - Buffs teammates’ agility for one turn.
Behavior:
Gentle and carefree, Starspore drifts on the wind, spreading its glowing spores
wherever it travels.

Slagmite (Earth/Fire)
Appearance:
A rock-like creature with molten cracks running along its body. It has stubby legs
and emits small puffs of steam as it moves.
Stats:
• HP: 9
• Damage: d4
Moves:
1. Magma Slam (Melee) - Smashes the ground with molten force. (Deal
d4 damage.)
2. Lava Shot (Ranged) - Fires a small glob of lava at the enemy. (Deal
d4 damage.)
3. Molten Core (Special) - Heats its body, dealing 1 damage to attack-
ers for one turn.
Behavior:
Stubborn and slow, Slagmite defends its territory fiercely, rarely straying far
from volcanic areas.
Abysskreep (Abomination/Water)
Appearance:
A slimy, eel-like creature with translucent skin that reveals glowing blue veins.
Its gaping mouth contains rows of jagged teeth.
Stats:
• HP: 8
• Damage: d4
Moves:
1. Venom Bite (Melee) - Bites with toxin-coated teeth. (Deal d4 dam-
age.)
2. Acid Spit (Ranged) - Spits a corrosive fluid at its foe. (Deal d4
damage.)
3. Slipstream (Special) - Evades an attack by diving into the water.
Behavior:
Aggressive and territorial, Abysskreep hides in underwater caves, waiting for
unsuspecting prey.

Brighthorn (Light/Earth)
Appearance:
A small, deer-like creature with antlers made of glowing crystal. Its hooves leave
trails of light on the ground.
Stats:
• HP: 7
• Damage: d4
Moves:
1. Crystal Charge (Melee) - Rams the enemy with glowing antlers.
(Deal d4 damage.)
2. Solar Flare (Ranged) - Emits a burst of bright light. (Deal d4 dam-
age.)
3. Healing Glow (Special) - Restores 3 HP to a teammate.
Behavior:
Gentle and protective, Brighthorn is often found in sacred groves, guarding the
land with its radiant presence.

Mistling Type: Water/Fae


Appearance: Mistling is a small, water nymph-like creature with shimmering
translucent skin and a tiny wreath of glowing flowers around its head. It leaves a
trail of mist wherever it goes.
HP: 6
Damage: D4
Moves:
Melee Attack: Aqua Slap
Ranged Attack: Mist Spray
Special Move: Healing Dew – Mistling creates a refreshing mist that heals itself
or an ally for 3 HP.
Spinalight
Appearance: Spinalight is a serpentine creature with a glowing, exposed spine
that pulses with sickly light. Its translucent flesh reveals writhing, unnatural
organs beneath.
• Type: Abomination/Light
• Stage: Basic
• HP: 7
• Damage: D4
• Moves:
o Melee Attack: Spine Slash
o Ranged Attack: Radiant Beam
o Special Move: Blinding Mutation – Spinalight releases a burst of
unnatural light, blinding all enemies for one turn and lowering their attack rolls
by -2 for the next turn.

. Dusthopper
Appearance: Dusthopper is a cricket-like Wildmon with rocky, dirt-colored legs
and transparent wings speckled with brown and green. It emits a faint humming
sound as it hops around.
•Type: Earth/Air
•Stage: Basic
•HP: 9
•Damage: D4
•Moves:
o Melee Attack: Stone Kick
o Ranged Attack: Dust Gust
o Special Move: Burrow Leap – Dusthopper digs underground and
reappears two turns later, surprising its opponent and dealing +2 damage.

Gloomshade
Appearance: Gloomshade is a shadowy figure resembling a small, cloaked spirit
with glowing violet eyes. Its body flickers like a dark flame.
•Type: Dark/Psychic
•Stage: Basic
•HP: 8
•Damage: D4
Moves:
o Melee Attack: Shadow Swipe
o Ranged Attack: Mind Pulse
o Special Move: Nightmare Glare – Gloomshade locks eyes with its opponent,
reducing their next attack roll by -2.
Solunite
Appearance: Solunite resembles a tiny turtle with a golden, glowing shell and a
rocky underbelly. Its eyes glimmer like sunlight.
•Type: Light/Earth
•Stage: Basic
•HP: 10
•Damage: D4
•Moves:
o Melee Attack: Shell Bash
o Ranged Attack: Solar Flare
o Special Move: Radiant Guard – Solunite creates a barrier of light,
reducing damage taken by 2 for the next turn.

Cinderwing
Appearance: Cinderwing is a fiery bird-like Wildmon with glowing feathers and
smoke trailing from its wings as it soars.
•Type: Fire/Air
•Stage: Basic
•HP: 5
•Damage: D4
•Moves:
oMelee Attack: Flame Peck
oRanged Attack: Ember Gust
oSpecial Move: Smoke Screen – Cinderwing creates a smokescreen that decreases
enemy accuracy by -1 for the next two turns.

Murkmaw
Appearance: Murkmaw is a small, eel-like Wildmon with sleek black scales and
glowing red eyes. Its body crackles with energy in dark water.
•Type: Water/Dark
•Stage: Basic
•HP: 7
•Damage: D4
•Moves:
Melee Attack: Lurking Bite
Ranged Attack: Shadow Wave
MurkSpecial Move: Dread Current – Murkmaw creates a whirlpool, reducing
enemy speed and preventing ranged attacks for the next turn.
Starlure
Appearance: Starlure is a glowing, star-shaped Wildmon with long tendrils that
resemble beams of light. Its form constantly shifts like a mirage.
•Type: Light/Psychic
•Stage: Basic
•HP: 6
•Damage: D4
Appearance: Starlure is a glowing, star-shaped Wildmon with long tendrils that
resemble beams of light. Its form constantly shifts like a mirage.
•Moves:
Melee Attack: Stellar Strike
Ranged Attack: Mind Spark
Special Move: Astral Beacon – Starlure summons a radiant light that blinds
enemies, reducing their accuracy by -2 for one turn.

Vinepounce
Appearance: Vinepounce is a small, feline Wildmon with moss-covered fur and
ivy-like tendrils sprouting from its back.
•Type: Beast/Earth
•Stage: Basic
•HP: 9
•Damage: D4
•Moves:
Melee Attack: Vine Slash
Ranged Attack: Seed Shot
Special Move: Overgrow – Vinepounce’s vines grow rapidly, allowing it to immo-
bilize an enemy for one turn.

Stormcub
Appearance: Stormcub is a small, lion-like Wildmon with stormcloud-like fur
and sparks of electricity jumping from its mane.
•Type: Air/Beast
•Stage: Basic
•HP: 8
•Damage: D4
•Moves:
Melee Attack: Thunder Claw
Ranged Attack: Lightning Burst
Special Move: Roar of Thunder – Stormcub’s roar stuns enemies, making them
lose their next turn.
Ashvine
Appearance: Ashvine is a serpentine Wildmon made of smoldering vines and
molten rock, with glowing embers dotting its body.
•Type: Fire/Earth
•Stage: Basic
•HP: 10
•Damage: D4
•Moves:
Melee Attack: Lava Lash
Ranged Attack: Ember Vine
Special Move: Blazing Roots – Ashvine plants burning roots that deal 1 damage
to all enemies for the next two turns.

Corruptid
Appearance: Corruptid is a hunched, humanoid-like creature with elongated,
shadowy limbs and skin that constantly shifts with dark, vein-like patterns. Its
glowing red eyes seem to pierce the soul.
•Type: Abomination/Dark
•Stage: Basic
•HP: 8
•Damage: D4
•Moves:
Melee Attack: Shadow Rend
Ranged Attack: Void Bolt
Special Move: Soul Drain – Corruptid siphons energy from an enemy, dealing 2
damage and healing itself for the same amount.

Plasmera
Appearance: Plasmera is a melting, molten creature with an unstable, jelly-like
form. Its glowing orange body emits intense heat, and its face has a jagged, shift-
ing mouth that drips magma.
Type: Abomination/Fire
Stage: Basic
HP: 6
Damage: D4
Moves:
Melee Attack: Lava Lash
Ranged Attack: Ember Spit
Special Move: Volcanic Surge – Plasmera erupts in a fiery blast, dealing 3 dam-
age to all nearby enemies but lowering its own HP by 2.
Grimspore
Appearance: Grimspore is a fungal-like creature with a warped, bulbous body
covered in pulsating growths. Its cracked skin oozes a black, tar-like substance.
Type: Abomination/Earth
Stage: Basic
HP: 9
Damage: D4
Moves:
Melee Attack: Toxic Slam
Ranged Attack: Spore Burst
Special Move: Blight Zone – Grimspore creates a toxic area that deals 1 damage
per turn to any enemy within it for the next 3 rounds.

Aberriphant
Appearance: Aberriphant resembles a grotesque, mutated elephant with several
mismatched tusks and a trunk that splits into grasping tendrils. Its skin is a
patchwork of pale and dark hues.•Type: Abomination/Beast
•Stage: Basic
•HP: 10
•Damage: D4
•Moves:
Melee Attack: Tusk Gore
Ranged Attack: Tentacle Lash
Special Move: Horrid Trumpet – Aberriphant emits a disturbing sound that
terrifies enemies, causing them to skip their next action.

Fanglight
Appearance: Fanglight is a wolf-like Wildmon with silver fur that glows faintly
in the dark. Its teeth shine like polished ivory.
Type: Light/Beast
Stage: Basic
HP: 7
Damage: D4
Moves:
Melee Attack: Radiant Bite
Ranged Attack: Gleam Ray
Special Move: Moonlit Howl – Fanglight restores 2 HP to all allies under moon-
light conditions.
Seabreather
Appearance: Seabreather is a dolphin-like Wildmon with sleek, shimmering fins
and tiny wings that allow it to hover just above water.
Type: Water/Air
Stage: Basic
HP: 8
Damage: D4
Moves:
Melee Attack: Splash Ram
Ranged Attack: Aqua Burst
Special Move: Tidal Cyclone – Seabreather creates a spinning vortex of water
that traps an enemy for one turn.

Thundersnare
Appearance: Thundersnare is a snake-like Wildmon with feathery, light-
ning-patterned scales and glowing yellow eyes. Its movements are quick and
precise.
•Type: Air/Beast
•Stage: Basic
•HP: 6
•Damage: D4
•Moves:
Melee Attack: Fang Strike
Ranged Attack: Thunder Bolt
special Move: Static Coil – Thundersnare wraps itself around an enemy, stun-
ning them for one turn.

Duskrat
Appearance: Duskrat is a small rodent-like Wildmon with pitch-black fur that
blends into shadows. Its claws are sharp and dirt-covered.
•Type: Dark/Earth
•Stage: Basic
•HP: 7
•Damage: D4
•Moves:
Melee Attack: Shadow Slash
Ranged Attack: Gravel Shot
Special Move: Burrow Ambush – Duskrat disappears into the ground, reappear-
ing for a surprise attack that deals +2 damage.
Wíldmon Sheet
Player: Wíldmon:
XP:
Type: Level:

Wíldmon Stats HP AC DMG

STR DEX CON INT WIS CHA

Attacks/Moves: Notes:

Wíldmon Sheet
Player: Wíldmon:
XP:
Type: Level:

Wíldmon Stats HP AC DMG

STR DEX CON INT WIS CHA

Attacks/Moves: Notes:

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