WIld Wíldmon
WIld Wíldmon
Fire Type
1. Stage 1: Emberpuff
o HP: 7
o Damage: D4
o Description: Emberpuff is a small, fiery fox-like Wíldmon, its
body surrounded by faint, swirling embers. It is often seen in the
tall grasses near volcanic areas, leaving trails of flame in its
wake.
o Moves:
Flame Dash: Deals D4 damage, targets a single enemy.
Ember Burst: Deals D4 damage to all enemies within
reach.
2. Stage 2: Flametail
o HP: 12
o Damage: D6
o Description: As Emberpuff matures, it grows a long, fiery tail
that can set anything it touches alight. Flametail is known for
being highly energetic, darting around the battlefield with
incredible speed.
o Moves:
Fire Strike: Deals D6 damage to one enemy.
Blazing Spin: Deals D6 damage to all enemies in the area
of effect.
3. Stage 3: Inferno Beast
o HP: 18
o Damage: D8
o Description: Inferno Beast is a powerful, majestic creature with
a body of living flame. Its roar can be heard for miles, and its
presence creates heat waves that distort the air.
o Moves:
Inferno Howl: Deals D8 damage to all enemies in a wide
area.
Flame Tail Whip: Deals D8 damage to one enemy and
leaves them scorched, reducing their damage output for a
turn.
Water Type
1. Stage 1: Spritesplash
o HP: 9
o Damage: D4
o Description: Spritesplash is a playful, small aquatic Wíldmon,
resembling a water sprite. It can be found near rivers, splashing
water in every direction, often making cheerful sounds.
o Moves:
Water Jet: Deals D4 damage to one enemy.
Soothing Waters: Heals an ally for D4 HP.
2. Stage 2: Torrensurge
o HP: 14
o Damage: D6
o Description: A much larger form, Torrensurge’s body becomes
more streamlined for high-speed swimming. It is highly
defensive, using its water-based abilities to create strong
barriers.
o Moves:
Tidal Smash: Deals D6 damage and pushes the enemy
back.
Aqua Shield: Creates a water shield around an ally,
reducing incoming damage for one turn.
3. Stage 3: Leviathanus
o HP: 19
o Damage: D8
o Description: Leviathanus is a massive sea creature, its body
resembling a serpent, surrounded by crashing waves. Its roar can
summon violent storms at sea.
o Moves:
Tsunami: Deals D8 damage to all enemies and has a
chance to stun them.
Raging Current: Deals D8 damage and causes a target to
lose their turn as they're swept away by the current.
Air Type
1. Stage 1: Zephyrette
o HP: 8
o Damage: D4
o Description: Zephyrette is a small bird-like Wíldmon, with wings
that shimmer in the wind. It's a swift creature, often seen flying
at high altitudes.
o Moves:
Wind Slash: Deals D4 damage to one enemy.
Gust: Deals D4 damage to all enemies in a small area.
2. Stage 2: Skyflit
o HP: 13
o Damage: D6
o Description: Skyflit is a graceful, larger bird with expansive
wings, capable of generating powerful gusts of wind with each
flap. It's known for its speed and agility in battle.
o Moves:
Sky Piercer: Deals D6 damage to one enemy.
Whirlwind Spin: Deals D6 damage to multiple enemies
and causes them to lose their next turn.
3. Stage 3: Stormwings
o HP: 17
o Damage: D8
o Description: Stormwings is a majestic creature with immense
wings that can whip up thunderstorms with a single beat. It’s
said to control the weather and bring about rain or lightning.
o Moves:
Thunderclap: Deals D8 damage to all enemies and has a
chance to paralyze them.
Tempest Fury: Deals D8 damage to one target and has a
chance to deal splash damage to surrounding enemies.
Earth Type
1. Stage 1: Grubbark
o HP: 10
o Damage: D4
o Description: Grubbark is a small, burrowing creature, with
hardened rocky armor that provides protection from harm. It lives
in caves or underground tunnels.
o Moves:
Rock Toss: Deals D4 damage to one enemy.
Earthquake: Deals D4 damage to all enemies within a
small area.
2. Stage 2: Cliffclaw
o HP: 14
o Damage: D6
o Description: Cliffclaw is a larger, more muscular creature with
massive claws capable of crushing stone. It is an expert climber
and rock breaker.
o Moves:
Stone Slam: Deals D6 damage to one enemy and causes
them to lose their next turn.
Rock Wall: Creates a temporary shield for allies that
absorbs D6 damage.
3. Stage 3: Titanstone
o HP: 19
o Damage: D8
o Description: Titanstone is a towering, colossal Wíldmon
resembling a golem made of living stone. It’s a defensive
powerhouse, capable of withstanding extreme damage.
o Moves:
Earthquake Stomp: Deals D8 damage to all enemies and
has a chance to stagger them.
Magma Shield: Creates a molten shield around an ally
that reduces damage and burns enemies upon contact.
Beast Type
1. Stage 1: Furrush
o HP: 7
o Damage: D4
o Description: Furrush is a small, energetic Wíldmon resembling a
fox with wild, untamed fur. It can be found in forests, running
freely with a burst of speed.
o Moves:
Tear Bite: Deals D4 damage to one enemy.
Leap Attack: Deals D4 damage to an enemy and pushes
them back.
2. Stage 2: Pridemane
o HP: 12
o Damage: D6
o Description: Pridemane is a larger, lion-like Wíldmon with a
flowing mane and sharp claws. It’s known for its strength and the
pride it forms with other members of its species.
o Moves:
Claw Swipe: Deals D6 damage to one enemy.
Roaring Charge: Deals D6 damage to all enemies in a
straight line.
3. Stage 3: Alpha Beast
o HP: 18
o Damage: D8
o Description: Alpha Beast is a massive creature, its body
covered in thick fur and armor. It is the leader of its pack and
uses overwhelming strength to dominate opponents.
o Moves:
Savage Fury: Deals D8 damage to one target and reduces
their defense for the next turn.
Pack Call: Deals D8 damage to all enemies and has a
chance to confuse them, making them attack each other.
Dark Type
1. Stage 1: Shadowpup
o HP: 8
o Damage: D4
o Description: A small, shadowy canine Wíldmon, blending easily
into dark areas. It is quick and elusive, striking from the shadows.
o Moves:
Shadow Bite: Deals D4 damage to one enemy.
Dark Cloak: Gives Shadowpup advantage on avoiding
attacks for one turn.
2. Stage 2: Nightfang
o HP: 13
o Damage: D6
o Description: A larger, more fearsome version of Shadowpup,
with glowing red eyes and an ability to melt into the darkness. Its
bites are laced with poison.
o Moves:
Night Strike: Deals D6 damage and reduces the target’s
damage for the next turn.
Shadow Meld: The next attack on Nightfang has
disadvantage, and Nightfang can take a free move away
from the enemy.
3. Stage 3: Darkbringer
o HP: 18
o Damage: D8
o Description: Darkbringer is an enormous, ghostly wolf with
dark, ethereal fur and glowing eyes. It commands the power of
nightmares and shadows, plunging foes into terror.
o Moves:
Shadow Howl: Deals D8 damage to all enemies and has a
chance to terrify them, causing them to flee for one turn.
Nightmare Claws: Deals D8 damage to one enemy and
causes them to become dazed, lowering their defense for
the next turn.
Psychic Type
1. Stage 1: Mindling
o HP: 9
o Damage: D4
o Description: A small, telepathic creature that emanates a soft
glow. It can read the minds of those around it and is often seen
meditating.
o Moves:
Mind Punch: Deals D4 damage to one enemy.
Psychic Shield: Reduces damage taken by one ally for the
next turn.
2. Stage 2: Psychoglyph
o HP: 14
o Damage: D6
o Description: A more advanced version of Mindling, Psychoglyph
can create mental barriers and telekinetically move objects and
opponents.
o Moves:
Psychic Blast: Deals D6 damage and has a chance to
confuse the target.
Telekinetic Push: Deals D6 damage to one target and
pushes them away, knocking them prone.
3. Stage 3: Psygrandis
o HP: 19
o Damage: D8
o Description: Psygrandis is an ancient, massive being of pure
psychic energy, radiating immense mental power. It is able to
manipulate reality itself with its mind.
o Moves:
Mental Surge: Deals D8 damage to all enemies and may
stun them for one turn.
Telekinetic Devastation: Deals D8 damage to one
enemy and throws them back, causing them to lose their
next turn.
Fae Type
1. Stage 1: Spryfer
o HP: 8
o Damage: D4
o Description: A small, mischievous fae creature with wings that
flutter like butterfly wings. It plays tricks and hides in forests,
sometimes making glowing lights to lead adventurers astray.
o Moves:
Pixie Dust: Deals D4 damage and may confuse the target.
Faerie Flight: Allows Spryfer to avoid an attack or move
quickly out of harm’s way.
2. Stage 2: Faecaller
o HP: 13
o Damage: D6
o Description: Faecaller grows wings resembling those of moths,
and can summon other fae creatures to aid it in battle. It controls
the power of nature and illusion.
o Moves:
Nature's Charm: Deals D6 damage to one target and
reduces their defense for the next turn.
Summon Fae: Summons a small fae creature to assist in
battle, adding a temporary boost to the player’s next
attack.
3. Stage 3: Sylvan Queen
o HP: 18
o Damage: D8
o Description: Sylvan Queen is the embodiment of fae magic,
with radiant wings that shine like stars and a crown of flowers. It
has the ability to manipulate the natural world to its will.
o Moves:
Fae Frenzy: Deals D8 damage to all enemies and has a
chance to confuse them for the next turn.
Enchanted Forest: Deals D8 damage to one enemy and
may trap them in a magical forest, preventing them from
moving for one turn.
Light Type
1. Stage 1: Luminox
o HP: 9
o Damage: D4
o Description: A small, glowing creature resembling a will-o’-the-
wisp. Luminox hovers in place, emitting a soothing light and
guiding travelers.
o Moves:
Radiant Beam: Deals D4 damage to one enemy.
Light Shield: Grants a light shield that absorbs D4
damage from the next attack.
2. Stage 2: Solgale
o HP: 14
o Damage: D6
o Description: Solgale is a radiant bird-like creature whose wings
glow brightly. It uses its light powers to heal and energize allies
in the midst of battle.
o Moves:
Solar Flare: Deals D6 damage to one enemy and stuns
them for one turn.
Healing Light: Heals all allies for D6 HP.
3. Stage 3: Luxordis
o HP: 18
o Damage: D8
o Description: Luxordis is a magnificent creature of pure light. Its
body radiates enough brilliance to blind foes, and it has the
power to purge darkness.
o Moves:
Blinding Light: Deals D8 damage to all enemies and has
a chance to blind them, lowering their accuracy for the
next turn.
Purifying Burst: Deals D8 damage and heals all allies for
D8 HP.
Abomination Type
1. Stage 1: Scourgeworm
o HP: 8
o Damage: D4
o Description: A grotesque, parasitic Wíldmon that can be found
burrowing through the ground. It’s often seen in dark and
dangerous areas, feeding off the energies of the environment.
o Moves:
Toxic Bite: Deals D4 damage and poisons the target,
causing them to lose D2 HP each turn for the next 3 turns.
Spore Cloud: Deals D4 damage to all enemies and
reduces their defense for the next turn.
2. Stage 2: Gloomspite
o HP: 13
o Damage: D6
o Description: Gloomspite is a horrific, mutated version of
Scourgeworm, now with razor-sharp claws and an ability to
generate deadly spores. It attacks mercilessly.
o Moves:
Venomous Claws: Deals D6 damage and causes the
target to be poisoned for 2 turns.
Miasmic Roar: Deals D6 damage to all enemies and
causes them to lose 1 turn due to dizziness.
3. Stage 3: Abominor
o HP: 18
o Damage: D8
o Description: Abominor is a twisted, terrifying creature, a blend
of corruption and mutation. It has the ability to channel dark
energy and corrupt its surroundings.
o Moves:
Plague Wave: Deals D8 damage to all enemies and
causes them to be diseased, reducing their attacks for 2
turns.
Corrupting Touch: Deals D8 damage to one enemy and
reduces their defense for the next turn.
Fire Type
1. Stage 1: Emberling
o HP: 7
o Damage: D4
o Description: A small, flame-wreathed creature that skitters
across the ground. Emberling’s fiery nature makes it
unpredictable in combat, igniting anything it touches.
o Moves:
Flame Swipe: Deals D4 damage to one target and has a
chance to burn the target, causing them to take D2
damage over the next turn.
Flicker Dash: Moves quickly to avoid an incoming attack.
2. Stage 2: Infernofox
o HP: 12
o Damage: D6
o Description: A fiery fox with a blaze that surrounds it like a
cloak. Infernofox can summon fiery bursts to damage its
opponents.
o Moves:
Fireball: Deals D6 damage to one target and burns them
for the next turn.
Flame Cloak: Deals D6 damage to all enemies within
range, causing them to take fire damage if they make
contact.
Water Type
1. Stage 1: Spritzle
o HP: 8
o Damage: D4
o Description: A small, aquatic Wíldmon with the ability to create
powerful splashes. It uses water to confuse or surprise
opponents.
o Moves:
Water Jet: Deals D4 damage to one target.
Splash Shield: Reduces incoming damage for one ally.
2. Stage 2: Aquasurge
o HP: 13
o Damage: D6
o Description: A sleek, powerful water creature capable of
summoning currents to control the flow of battle. Its strong fins
allow it to glide gracefully across water and land.
o Moves:
Tidal Wave: Deals D6 damage to all enemies and knocks
them back.
Healing Stream: Restores D6 HP to one ally.
Air Type
1. Stage 1: Breezeling
o HP: 6
o Damage: D4
o Description: A small, wind-spirit-like Wíldmon that floats
effortlessly on gusts of wind. Breezeling can create quick
currents to push its enemies around.
o Moves:
Wind Gust: Deals D4 damage and pushes an enemy away.
Air Shield: Adds +1 armor to an ally until the start of the
next turn.
2. Stage 2: Zephyrix
o HP: 12
o Damage: D6
o Description: A majestic, larger bird-like creature whose wings
are like massive sails. Zephyrix commands the wind, creating
powerful air blasts.
o Moves:
Cyclone Spin: Deals D6 damage to all enemies and
causes them to lose their next turn due to being blown off
balance.
Aerial Defense: Avoids the next attack and gains +1
armor for the next turn.
Earth Type
1. Stage 1: Pebblekin
o HP: 8
o Damage: D4
o Description: A small, rocky creature that blends into the
environment. Pebblekin’s stone body can absorb blows and
counter with its sharp claws.
o Moves:
Rock Strike: Deals D4 damage and causes the enemy to
take -1 forward on their next attack.
Stone Defense: Adds +1 armor to an ally.
2. Stage 2: Terragron
o HP: 14
o Damage: D6
o Description: A large, imposing earth creature with rock armor.
Terragron can cause the ground beneath to tremble and launch
large stones at enemies.
o Moves:
Earthquake: Deals D6 damage to all enemies and may
stun them for one turn.
Stone Wall: Creates a barrier of rocks that protects allies,
reducing incoming damage for one turn.
Beast Type
1. Stage 1: Furrmole
o HP: 9
o Damage: D4
o Description: A small, furry creature resembling a mole, known
for its speed and digging abilities. It can burrow into the ground
and surprise opponents.
o Moves:
Dig Strike: Deals D4 damage and knocks down the target,
causing them to lose their next turn.
Fur Coat: Adds +1 armor to an ally until the start of the
next turn.
2. Stage 2: Thornclaw
o HP: 14
o Damage: D6
o Description: A more dangerous, predatory beast with sharp
claws and a thick fur coat. Thornclaw has an innate connection to
the forest and can call upon nature to aid it in battle.
o Moves:
Briar Slash: Deals D6 damage and may cause the target
to become entangled in vines, reducing their movement
speed.
Call of the Wild: Summons a pack of small creatures to
aid in battle, adding +1 to your next attack.
Dark Type
1. Stage 1: Nightshade
o HP: 7
o Damage: D4
o Description: A shadowy Wíldmon that can blend into the
darkness. Nightshade can disorient its enemies by casting
shadows.
o Moves:
Shadow Strike: Deals D4 damage and may reduce the
target’s defense.
Cloak of Darkness: Grants invisibility for one turn.
2. Stage 2: Umbraclaw
o HP: 12
o Damage: D6
o Description: A larger, more menacing creature, Umbraclaw can
manipulate shadows to create physical claws of darkness that
slice through its enemies.
o Moves:
Shadow Claws: Deals D6 damage and causes the target
to take -1 forward on their next attack.
Dark Grasp: Deals D6 damage and entangles the enemy,
preventing them from moving for one turn.
Psychic Type
1. Stage 1: Thoughtling
o HP: 9
o Damage: D4
o Description: A small psychic creature that floats and
telekinetically controls objects. Thoughtling can use its abilities
to confuse its enemies.
o Moves:
Telekinetic Push: Deals D4 damage and pushes the
target back.
Mental Block: Prevents the target from acting for one
turn.
2. Stage 2: Mindflare
o HP: 13
o Damage: D6
o Description: A more developed psychic Wíldmon, capable of
projecting its thoughts outward. It creates illusions and confuses
its foes.
o Moves:
Psychic Wave: Deals D6 damage and confuses the target.
Mental Barrier: Reduces incoming damage for one turn
and may reflect a portion of the damage back to the
attacker.
Fae Type
1. Stage 1: Glowfey
o HP: 8
o Damage: D4
o Description: A mischievous fae creature that uses its radiant
wings to create dazzling displays. Glowfey can disorient
opponents and lead them astray.
o Moves:
Light Flicker: Deals D4 damage and may blind the target,
reducing their accuracy.
Fairy Dash: Moves quickly to avoid an incoming attack.
2. Stage 2: Sylphora
o HP: 13
o Damage: D6
o Description: A graceful fae creature with bright, glowing wings.
Sylphora can manipulate light and air to disorient and confuse its
opponents.
o Moves:
Illusory Blast: Deals D6 damage and confuses the target.
Wind Dance: Deals D6 damage and grants the next ally
+1 forward to their next action.
Abomination Type
1. Stage 1: Wretchling
o HP: 8
o Damage: D4
o Description: A twisted, malformed creature born from unnatural
forces. Its body is a strange mix of organic and inanimate matter.
Wretchling’s presence causes discomfort and unease in those
around it.
o Moves:
Toxic Tendril: Deals D4 damage and poisons the target,
causing them to lose D2 HP each subsequent turn.
Reckless Charge: Deals D4 damage to one target and
causes Wretchling to take D2 damage as well from the
recoil.
2. Stage 2: Blightbeast
o HP: 13
o Damage: D6
o Description: A horrifying and aggressive creature, Blightbeast is
a nightmare made flesh. Its mutated form constantly shifts,
making it difficult to predict. It thrives in areas of corruption and
decay.
o Moves:
Corrupted Roar: Deals D6 damage to all enemies within
range and causes them to become disoriented, taking -1
forward on their next move.
Decrepit Strike: Deals D6 damage and infects the target
with a slow-acting toxin that causes them to take -1 on
their next attack roll.
1. Flamecoil
Types: Fire / Air
HP: 6
Damage: d4
Armor: 0
Description: A fiery serpent, its body swirling with embers. It
slithers across the ground with a trail of smoke, able to coil up
and shoot through the air with bursts of flame.
Look: Fiery, serpentine body; glowing eyes; crackling with
embers.
Moves:
o Quick Fire: When you use your speed to escape or attack,
deal +1 damage.
o Gusting Ember: When you create a burst of fiery wind,
choose one: deal d4 damage to an enemy or create a
small, burning area of effect.
Bonds:
o "I have shared the skies with [Wíldmon's Name] during
the wildest storms."
o "[Wíldmon's Name] saved me from being trapped in the
inferno."
2. Thornbristle
Types: Earth / Beast
HP: 7
Damage: d4
Armor: 1
Description: A boar-like creature with a rocky, bristling hide. It
burrows through the earth before launching an attack with its
sharp, thorn-covered body.
Look: Tough, bristly hide; large tusks; sharp, spiny protrusions.
Moves:
o Earthquake Trot: When you dig into the earth to charge at
an enemy, deal d4 damage with an added effect (force
them back, knock them down).
o Bristling Charge: When you charge an enemy, deal d4
damage and take -1 damage in return.
Bonds:
o "I've seen [Wíldmon's Name] shatter rocks beneath its
hooves."
o "[Wíldmon's Name] follows me loyally, keeping enemies
away."
3. Shadewing
Types: Dark / Air
HP: 5
Damage: d4
Armor: 0
Description: A bat-like creature with shadowy wings. It flits in
the darkness, using the air around it to create disorienting
winds and confusing its enemies.
Look: Shadowy, bat-like body; glowing eyes; flapping wings
that leave a trail of dark mist.
Moves:
o Shadow Dive: When you dive into the shadows, disappear
briefly, and reappear at a distance, you are unseen for a
moment.
o Whirlwind of Darkness: When you create a gust of dark
wind to scatter foes, you can either deal d4 damage or
make the environment difficult to navigate.
Bonds:
o "I have witnessed [Wíldmon's Name] take on a battalion
with its darkness."
o "[Wíldmon's Name] guided me through the blackened
woods."
4. Lurkwisp
Types: Water / Fae
HP: 6
Damage: d4
Armor: 0
Description: A glowing, ethereal creature that hovers near
lakes, its body shimmering with light. It can vanish and
reappear with a splash of water, often leading travelers astray
with its tricks.
Look: Shimmering glow; delicate, ethereal body; light trails
following its movements.
Moves:
o Mist of Illusion: When you create a cloud of mist, choose
one: confuse an enemy, obscure a location, or create an
escape route.
o Water Trick: When you use water to obscure a foe's
vision, create d4 damage when they fail to act swiftly.
Bonds:
o "I followed [Wíldmon's Name] through the mists, unsure
whether it was friend or foe."
o "[Wíldmon's Name] enchanted the river to help me cross
safely."
5. Cliffjaw
Types: Earth / Dark
HP: 8
Damage: d4
Armor: 1
Description: A creature resembling a massive jaw made of
sharp rocks, with shadowy tendrils rising from it. It can lunge
with terrifying power, sinking its stone teeth into its prey.
Look: Rocky, jagged body; shadowy mist seeping from its
cracks; a terrifying maw.
Moves:
o Rock Bite: When you bite an enemy with your stone jaws,
deal d4 damage and cause a disorienting effect (stun,
push them back, etc.).
o Shadow Snare: When you use your shadowy aura to trap
someone, deal d4 damage and create a temporary
disadvantage for them.
Bonds:
o "I once tried to fight [Wíldmon's Name], only to be
overpowered by its massive jaws."
o "[Wíldmon's Name] can hold an entire enemy battalion in
place."
6. Glimmerpetal
Types: Fae / Light
HP: 5
Damage: d4
Armor: 0
Description: A creature with delicate, glowing wings like petals
in the breeze. It flutters around emitting soothing light,
drawing both allies and enemies into its aura.
Look: Small, glowing; radiant petals; fluttering in the air with
graceful movement.
Moves:
o Light Flicker: When you create a flicker of light, you can
either temporarily blind a foe or guide a lost soul.
o Petal Whirl: When you spin rapidly in a circle, causing
radiant petals to fly, deal d4 damage and cause confusion
in enemies.
Bonds:
o "I've felt [Wíldmon's Name]'s warmth on my darkest
days."
o "[Wíldmon's Name] healed me after a particularly
grueling battle."
7. Blightfang
Types: Abomination / Dark
HP: 9
Damage: d4
Armor: 0
Description: A twisted, horrifying creature resembling a wolf.
Its body is wracked with dark veins, and its bite carries a
venomous curse.
Look: Mutated, dark fur; glowing veins pulsing ominously;
menacing teeth.
Moves:
o Venomous Bite: When you bite an enemy, deal d4 damage
and apply a poison effect (poisoned for the next round).
o Dark Hiss: When you release a terrifying hiss, enemies
become frightened and may flee for a short time.
Bonds:
o "I was saved from the edge of death by [Wíldmon's
Name]'s cursed bite."
o "[Wíldmon's Name] knows no fear and holds its ground."
8. Zephertail
Types: Air / Psychic
HP: 6
Damage: d4
Armor: 0
Description: A bird-like creature with long, ethereal wings and
a telepathic ability. It communicates through subtle thoughts,
guiding others with its powerful presence in the air.
Look: Sleek, bird-like with long tail feathers; glowing eyes;
ethereal wings.
Moves:
o Telekinetic Gust: When you use your psychic powers to
create a wind gust, choose one: deal d4 damage or push
enemies away.
o Wind Push: When you use your telekinetic force to move
an object or creature, deal d4 damage as it is shoved
away.
Bonds:
o "I felt [Wíldmon's Name] guide me through the storm's
turbulence."
o "[Wíldmon's Name] warned me before an ambush, using
its telepathy."
9. Solarclaw
Types: Light / Beast
HP: 8
Damage: d4
Armor: 1
Description: A lion-like creature with radiant fur. Its claws glow
with sunlight, and it uses them to fight with intense power.
Look: Golden mane; bright, radiant fur; muscular limbs with
sharp claws.
Moves:
o Solar Swipe: When you swipe with your glowing claws,
deal d4 damage and temporarily blind enemies.
o Roaring Burst: When you unleash a powerful roar, create
a burst of light that blinds foes and deals d4 damage.
Bonds:
o "I once saw [Wíldmon's Name] drive away a horde of
invaders with its blinding power."
o "[Wíldmon's Name] is a fierce protector."
10. Icepaw
Types: Water / Earth
HP: 7
Damage: d4
Armor: 1
Description: A small, frosty creature with icy paws and a tough
stone-like exterior. It leaves a trail of frost in its wake, using
its ice to protect itself and others.
Look: Icy paws; rugged, rocky body; sparkling frost.
Moves:
o Frostbite: When you freeze a foe with your icy paws, deal
d4 damage and slow their movement.
o Stone Shield: When you create a defensive ice barrier,
gain +1 armor until the next turn.
Bonds:
o "[Wíldmon's Name] has saved me from the biting cold in
the tundra."
o "[Wíldmon's Name] stands firm as a shield in the fiercest
battles."
1. Embercub
Type: Fire/Beast
HP: 5
Damage: D4
Description: Embercub is a small, flame-wreathed creature
resembling a cub with fiery fur. It’s quick and playful, often
using its flame-covered paws to create sparks.
Moves:
Fire Pounce: Leap toward an enemy, causing fire damage and a
slight burn effect.
Flicker Flare: Emit a quick flash of flame, briefly disorienting
your opponent.
Evolved Form: Blazeclaw
Type: Fire/Beast
HP: 14
Damage: D6
Description: Blazeclaw grows into a formidable predator with
fiery claws. It strikes with power and precision, and its fur is
now a blazing inferno that burns everything it touches.
Moves:
Claw Slash: Unleash a powerful claw swipe, dealing significant
fire damage.
Flame Roar: A roar that sends out a wave of fire, burning all
enemies in its path.
Final Evolution: Infernostrike
Type: Fire/Beast
HP: 19
Damage: D8
Description: Infernostrike is a massive beast that embodies
both fire and ferocity. Its entire body is covered in smoldering
flame, and it has the ability to set the very ground ablaze with
every step.
Moves:
Inferno Charge: Charge at an enemy with the force of a
wildfire, causing massive damage and igniting the area around
you.
Flame Fury: Unleash a rapid barrage of claw strikes infused
with fiery energy, dealing severe damage and possibly
inflicting burn damage over time.
2. Frostlurk
Type: Water/Fae
HP: 5
Damage: D4
Description: Frostlurk is a mysterious creature that resides
near frozen lakes and rivers. It moves gracefully, its body
shimmering like ice, and it can manipulate cold winds to lull
enemies into a false sense of calm.
Moves:
Cold Breath: Emit a gust of cold air that freezes opponents in
place, slowing their movement.
Ice Shard: Hurl a sharp piece of ice at your target, dealing cold
damage.
Evolved Form: Glaciwing
Type: Water/Fae
HP: 13
Damage: D6
Description: Glaciwing’s wings have expanded into large, icy
fans, and its body radiates intense cold. It can summon
blizzards at will, freezing everything around it in an instant.
Moves:
Ice Beam: Shoot a concentrated beam of frost that freezes
enemies on contact.
Blizzard Sweep: Summon a blizzard that deals cold damage to
all nearby enemies and lowers their evasion.
Final Evolution: Cryovortex
Type: Water/Fae
HP: 18
Damage: D8
Description: Cryovortex is a majestic, frosty creature capable
of manipulating entire snowstorms. Its ethereal body is a
swirling mass of ice and wind, and it can create devastating
frozen vortexes.
Moves:
Frozen Fury: Unleash a devastating series of ice storms,
dealing massive damage and freezing enemies for a turn.
Glacial Prison: Trap an enemy in a block of solid ice, preventing
them from taking actions for a short time.
3. Lurkfang
Type: Dark/Beast
HP: 5
Damage: D4
Description: Lurkfang is a shadowy, canine-like creature that
prowls through the darkness. Its eyes glow ominously, and it
can vanish into the shadows at will, making it a dangerous and
elusive predator.
Moves:
Shadow Bite: Lurkfang strikes with sharp, shadowy teeth,
inflicting dark damage.
Evasive Dash: Move quickly to avoid an incoming attack,
gaining a bonus to your next action.
Evolved Form: Nightmaw
Type: Dark/Beast
HP: 13
Damage: D6
Description: Nightmaw is larger and fiercer than Lurkfang, its
teeth now dripping with a venomous, dark energy. It stalks its
prey with an unsettling silence, and it can cloak itself in a
shroud of darkness.
Moves:
Darkfang: Strike with your venomous teeth, dealing dark
damage and poisoning your enemy.
Shadow Cloak: Blend into the shadows, gaining the ability to
hide and ambush enemies effectively.
Final Evolution: Dreadlord
Type: Dark/Beast
HP: 20
Damage: D8
Description: Dreadlord is the terrifying final form of Lurkfang.
It has grown into a hulking, monstrous creature covered in
shifting shadows. Its eyes are glowing pits of malice, and its
howl can shatter the spirits of the weak.
Moves:
Dread Howl: Let out an earsplitting howl that terrifies enemies,
reducing their damage and causing them to flee for a short
time.
Shadow Devour: Consume the shadows around you, healing
yourself for a portion of the damage dealt to an enemy.
1. Luminox
Type: Light/Dark
HP: 5
Damage: D4
Description: Luminox is a mysterious creature born from the
balance of light and shadow. It has a body that shifts between
light and darkness, flickering and casting unsettling,
contrasting glows. It uses the interplay between the two to
confuse its enemies and escape into the darkness when
necessary.
Moves:
Flicker Strike: Deliver a quick strike of light-infused shadow,
dealing damage and blinding the enemy for a turn.
Shadow Flash: Illuminate the surrounding area with a burst of
light, temporarily blinding nearby foes and making them easier
to hit.
Evolved Form: Duskflare
Type: Light/Dark
HP: 13
Damage: D6
Description: Duskflare’s form has solidified, and it now carries
a powerful aura of both light and darkness. It can now create
ethereal flames that burn with both radiant and shadowy
power. The two energies coalesce around it, causing confusion
and fear among its foes.
Moves:
Radiant Shade: Create an orb of light and shadow that
explodes on impact, dealing radiant and dark damage.
Eclipse Shield: Summon a protective barrier of shadow that
absorbs damage, only to release it as a burst of blinding light.
Final Evolution: Noctilum
Type: Light/Dark
HP: 18
Damage: D8
Description: Noctilum is a majestic creature that embodies the
perfect balance of light and darkness. It can manifest blinding
light or inky shadow at will, enveloping its surroundings in
pure chaos. Its presence is both awe-inspiring and terrifying,
and it can twist the very essence of light and shadow to its
will.
Moves:
Twilight’s Embrace: Call upon the twilight, enveloping the
battlefield in shadow and light, dealing devastating damage to
all enemies and lowering their accuracy.
Lux Umbra: Release a wave of light and shadow in a
destructive pulse, healing yourself for a portion of the damage
dealt and causing enemies to suffer burn or fear effects.
2. Terraglyph
Type: Earth/Psychic
HP: 5
Damage: D4
Description: Terraglyph is a small, stone-like creature with
intricate psychic engravings on its body. It can telekinetically
control the rocks and earth around it. Though its appearance is
stony and rough, it is capable of reading minds and using
psychic energy to manipulate its environment.
Moves:
Rock Throw: Launch a sharp rock at your target, dealing
physical damage.
Psychic Focus: Focus its psychic energy to sharpen its senses,
making it easier to dodge incoming attacks for the next turn.
Evolved Form: Lithomind
Type: Earth/Psychic
HP: 13
Damage: D6
Description: Lithomind’s psychic powers have evolved,
allowing it to control the earth around it with greater
precision. It has developed a connection to the ground itself,
sensing tremors and using the earth as an extension of its
mind. Now it can create powerful telekinetic fields that
manipulate the terrain.
Moves:
Earthquake Pulse: Strike the ground, sending out psychic
waves that cause the earth to quake, dealing damage to all
nearby enemies and slowing their movements.
Stone Shield: Create a barrier of rocks around itself or an ally,
increasing defense and reducing damage taken.
Final Evolution: Geomind
Type: Earth/Psychic
HP: 19
Damage: D8
Description: Geomind is a powerful, ancient Wíldmon that can
control the very core of the earth. It can move mountains with
its psychic abilities and create massive stone constructs. Its
powers over the earth are rivaled only by its deep connection
to the land’s consciousness.
Moves:
Terraquake: Call upon a cataclysmic earthquake, causing the
land to split and crumble, dealing massive damage to all
enemies in the area.
Mindstone Fortress: Create a towering stone fortress that
provides heavy protection for the team, absorbing damage and
reflecting psychic energy back at attackers.
1. Ghoulash
Type: Abomination/Dark
HP: 5
Damage: D4
Description: Ghoulash is a grotesque, mutated creature born
from a twisted combination of dark magic and unnatural
biology. It has a slimy, malformed body that seems to shift
unnaturally with each movement. Its shadowy form seems to
flicker and warp, making it difficult to fully track.
Moves:
Dark Sludge: Hurl a glob of viscous, shadowy goo at the
enemy, causing damage and reducing their ability to move
effectively for a turn.
Abnormal Growth: Cause a twisted limb or appendage to erupt
from its body, attacking enemies with surprise and extending
its reach to strike from odd angles.
Evolved Form: Necroflux
Type: Abomination/Dark
HP: 13
Damage: D6
Description: Necroflux’s body is even more disfigured, its limbs
now fully animated by dark magic. It can shift and stretch
unnaturally, twisting its body into horrific shapes. The
abomination's shadowy aura is now a living, writhing mass
that it controls at will, extending the reach of its attacks.
Moves:
Shadow Surge: Unleash a wave of dark energy that pulses
through the ground, hitting enemies in range and lowering
their morale.
Tendril Lash: Grow dark tendrils from its body, striking multiple
enemies and binding them in place for a short duration.
Final Evolution: Dreadmonger
Type: Abomination/Dark
HP: 19
Damage: D8
Description: Dreadmonger is an abomination beyond
comprehension, a monstrosity whose body is a twisted
amalgamation of limbs, shadows, and nightmarish forms. Its
very presence warps the air around it, and it can create
horrific, demonic creatures from the darkness, using its power
to terrify and destroy.
Moves:
Nightmare Spawn: Summon horrific, shadowy creatures that
attack nearby enemies, dealing damage and causing them to
suffer fear and confusion.
Voidstrike: Strike with a devastating punch infused with dark
energy, channeling the very essence of nightmares to deal
overwhelming damage and incapacitate enemies.
2. Fleshbinder
Type: Abomination/Fire
HP: 5
Damage: D4
Description: Fleshbinder is a creature of fire and flesh, a
horrifying creation bound together by arcane rituals. Its body
is partially composed of scorched, molten flesh, with fiery
tendrils emanating from its core. The heat radiating from its
form can burn anything it touches, and its molten form is
highly volatile.
Moves:
Scorching Flame: Erupt from its body in a burst of fire, dealing
damage to nearby enemies and leaving a burn that continues
to deal damage over time.
Smoldering Reach: Extend its fiery tendrils to strike from a
distance, scorching enemies with intense heat.
Evolved Form: Pyrofiend
Type: Abomination/Fire
HP: 13
Damage: D6
Description: Pyrofiend’s body has fully evolved, its molten
form now resembling a living inferno. It is a terrifying sight,
with flames constantly pouring from its wounds and forming
twisted, fiery appendages. It controls the fire within its form,
shaping it into devastating attacks.
Moves:
Inferno Surge: Unleash a torrent of fire, hitting all nearby
enemies and causing continuous burn damage.
Blazing Flesh: Use the heat of its body to create fiery armor
that temporarily boosts defense while damaging any enemy
that attacks it in close combat.
Final Evolution: Magmavore
Type: Abomination/Fire
HP: 19
Damage: D8
Description: Magmavore is an uncontrollable abomination of
pure flame and destruction. It thrives in the heart of volcanoes
and can summon massive eruptions of molten rock. It is a
beast of pure devastation, fueled by its insatiable hunger for
fire, which it uses to regenerate and grow more powerful.
Moves:
Volcanic Eruption: Erupt with uncontrollable force, summoning
lava to spew from the ground and burn everything in its path.
Flame Assimilation: Absorb nearby fire and heat sources to
regenerate its wounds and empower its next attack.
Bird types
Fire-Type: Flickerfinch → Blazebird → Emberphoenix
Flickerfinch
o HP: 5
o Damage: D4
o Appearance: A small, delicate finch with golden-orange
feathers that flicker like a flame. Its tail feathers seem to
glow, and it leaves a trail of embers in its wake.
o Description: Flickerfinch is a lively bird that flits from
place to place, its fiery plumage igniting in the sunlight.
It thrives in warm climates and loves to play near small
fires.
Blazebird
o HP: 11
o Damage: D6
o Appearance: A larger bird with flaming wings, its body
radiates heat. The edges of its feathers have glowing
embers, and its beak is sharp, like a firebrand.
o Description: Blazebird is known for its impressive flight
patterns, capable of creating fiery trails in the air. It can
launch fireballs from its beak, incinerating anything in its
path.
Emberphoenix
o HP: 16
o Damage: D8
o Appearance: A majestic phoenix with wings made of pure
flame, its feathers flicker and burn with an eternal fire. It
glows with an intense orange and red aura.
o Description: Emberphoenix is a mythical bird that rises
from its own ashes. Its fiery aura can scorch entire
forests, and it has the ability to revive itself from the
flames.
Legendary Wíldmon
Fire Type: Pyravern, the Infernal Serpent
HP: 18
Damage: D10
Description: Pyravern is an ancient fire serpent, with scales that glow
like molten lava. It has the ability to incite wildfires and control volcanic
eruptions. Its roar can melt stone, and it is said to have once scorched
entire kingdoms from the skies.
Moves:
o Inferno Rush: Deals D10 damage and causes an area of fire
around Pyravern, dealing D4 fire damage to anyone near it.
o Magma Surge: Deals D10 damage and leaves the target with
burning wounds that deal D6 damage over time for 3 turns.
Quest Hook: The legend speaks of a dormant volcano that houses
Pyravern. However, the volcano has recently started to rumble, and
strange fires have appeared on the horizon. To awaken the beast, one
must journey to the heart of the volcano and defeat the guardian
spirits that protect Pyravern's resting place.