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WIld Wíldmon

The document details various Wíldmon creatures categorized by their elemental types, including Fire, Water, Air, Earth, Beast, Dark, Psychic, Fae, Light, Abomination, and an additional Fire Type. Each type has three evolutionary stages, with specific HP, damage capabilities, descriptions, and unique moves. The document serves as a comprehensive guide for understanding the characteristics and abilities of these creatures in a game or fantasy setting.

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Layth Taylor
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0% found this document useful (0 votes)
18 views43 pages

WIld Wíldmon

The document details various Wíldmon creatures categorized by their elemental types, including Fire, Water, Air, Earth, Beast, Dark, Psychic, Fae, Light, Abomination, and an additional Fire Type. Each type has three evolutionary stages, with specific HP, damage capabilities, descriptions, and unique moves. The document serves as a comprehensive guide for understanding the characteristics and abilities of these creatures in a game or fantasy setting.

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 DOCX, PDF, TXT or read online on Scribd
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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.

Fire Type: Emberlisk


 HP: 7
 Damage: D4
 Description: Emberlisk is a small, fiery serpent with flickering flames
that coil around its body. It is quick and elusive, leaving a trail of
embers wherever it slithers. Its scales are hot to the touch, and it can
ignite the air around it.
 Moves:
o Flame Lash: Deals D4 fire damage and leaves the target
scorched, causing them to suffer -1 to their next defense roll.
o Ember Puff: Deals D4 fire damage and can blind the target
momentarily, causing them to have a -1 penalty to attack rolls
for their next turn.

Water Type: Dewfin


 HP: 9
 Damage: D4
 Description: Dewfin is a sleek, agile water creature with shimmering
blue scales. It has fins along its back that allow it to cut through water
swiftly. It can jump and splash around in aquatic environments, often
using water-based tricks to confuse its enemies.
 Moves:
o Water Jet: Deals D4 water damage and pushes the target back,
causing them to stumble.
o Splash Shield: Deals D4 water damage and grants Dewfin +1
defense until its next turn, using water to shield itself.
Earth Type: Stonetail
 HP: 8
 Damage: D4
 Description: Stonetail is a sturdy, ground-based Wíldmon resembling
a small, rocky lizard. It has tough, earth-like scales that can absorb
damage. It excels in terrain-based combat and is especially powerful in
rocky environments.
 Moves:
o Rock Throw: Deals D4 damage and stuns the target briefly,
reducing their defense for the next round.
o Tremor: Deals D4 damage and causes the ground to shake,
making the target lose their footing and suffer a -1 penalty to
their next attack.

Beast Type: Furclaw


 HP: 8
 Damage: D4
 Description: Furclaw is a small, wild feline with sharp claws and a
fierce disposition. Its coat is thick and bristly, and its movements are
quick and erratic, making it hard to predict in battle.
 Moves:
o Claw Slash: Deals D4 damage and causes a bleeding effect,
reducing the target’s HP for the next turn.
o Quick Dash: Deals D4 damage and allows Furclaw to move at
incredible speed, dodging the next attack aimed at it.

Air Type: Skydart


 HP: 6
 Damage: D4
 Description: Skydart is a fast, bird-like Wíldmon that darts through
the sky with incredible speed. Its feathers are like sharp darts, and it
can slice through the air with precision. It is agile and difficult to hit
due to its high speed.
 Moves:
o Wing Slice: Deals D4 damage and has a chance to disarm the
target, causing them to lose their weapon for the next turn.
o Aerial Evasion: Deals D4 damage and allows Skydart to evade
the next attack, gaining +1 to defense until the following turn.

Dark Type: Noctgloom


 HP: 10
 Damage: D4
 Description: Noctgloom is a shadowy creature that thrives in the
darkness. It moves silently and can melt into the shadows to surprise
its enemies. Its eyes glow with an eerie light, making it an unnerving
presence in any battle.
 Moves:
o Shadow Strike: Deals D4 damage and reduces the target’s
sight, making it harder for them to hit their next attack (-1 to
their next attack).
o Gloom Veil: Deals D4 damage and grants Noctgloom invisibility
for the next turn, making it impossible to target with attacks.

Psychic Type: Mindling


 HP: 6
 Damage: D4
 Description: Mindling is a small, delicate creature with glowing eyes
that radiate psychic energy. It is a highly intelligent Wíldmon capable of
telekinetic manipulation. It can subtly control its environment and uses
its psychic power to defend itself.
 Moves:
o Telekinesis: Deals D4 damage and pushes the target backward,
potentially disorienting them (-1 to their next action).
o Mental Jolt: Deals D4 damage and causes the target to become
confused, lowering their next action’s effectiveness (-1 to their
next attack roll).

Fae Type: Sparkflit


 HP: 7
 Damage: D4
 Description: Sparkflit is a tiny, glowing fae creature that flits through
the air with shimmering wings. It is often seen in meadows and forests,
leaving a trail of sparkling dust behind it. It can enchant creatures
around it, temporarily entrancing them.
 Moves:
o Flicker Spark: Deals D4 damage and causes the target to
become dazed, reducing their ability to focus (-1 to their next
defense roll).
o Hypnotic Glow: Deals D4 damage and charms the target,
making them unable to attack for one turn.

Light Type: Glimmerwing


 HP: 9
 Damage: D4
 Description: Glimmerwing is a radiant, butterfly-like Wíldmon with
glowing wings. It flutters in the air, leaving behind a soft trail of light. It
is capable of healing itself and allies with the light it emits.
 Moves:
o Light Beam: Deals D4 damage and creates a burst of light that
disorients the target, reducing their next attack roll by -1.
o Radiant Heal: Deals D4 damage and heals Glimmerwing for a
portion of its HP, restoring 1 HP to itself.

Abomination Type: Sludgewretch


 HP: 10
 Damage: D4
 Description: Sludgewretch is a grotesque, mutated creature formed
from toxic waste and unnatural energies. Its body is a mix of ooze and
distorted flesh, dripping with corruption. It can unleash poisonous
substances in battle, poisoning its foes.
 Moves:
o Toxic Spit: Deals D4 damage and poisons the target, dealing 1
damage at the start of each of their turns.
o Corrupting Touch: Deals D4 damage and reduces the target’s
defense for the next round (-1 to their next defense 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. Floraflare (Fire + Earth)


 HP: 7
 Damage: D4
 Description: A creature with a body of living fire, surrounded
by smoldering rocks and vines that move as if they have a will
of their own.
 Look: Charred, vine-wrapped body, ember-like eyes.
 Traits:
o Fire Immunity: Takes no damage from Fire attacks.
o Burning Path: When moving through an area, it ignites
plant life around it.
 Move: Flare Vines - Release a burst of fiery vines, dealing D4
damage and igniting the ground.

2. Aquashade (Water + Dark)


 HP: 8
 Damage: D4
 Description: A shadowy, water-formed Wíldmon, its shape
constantly shifting as if formed from dark mist and seafoam.
 Look: Misty, liquid form with dark shadow edges, faint glowing
eyes.
 Traits:
o Shadow Cloak: It blends with the darkness, reducing
visibility and making it harder to target.
o Waterform: Can pass through small openings or slip
under doorways.
 Move: Drowned in Darkness - Attack with a burst of dark water,
D4 damage and the target suffers Weakened.

3. Sylphwing (Air + Fae)


 HP: 6
 Damage: D4
 Description: A delicate creature with translucent wings made
of wind and shimmering fairy-like energy, it is playful and
elusive.
 Look: Thin, transparent wings, glowing from within, small and
ethereal.
 Traits:
o Flight: Can hover and fly, avoiding most ground-based
obstacles.
o Glimmering Presence: Those who gaze upon it feel calm,
reducing the chance of being aggressive.
 Move: Fairy Breeze - Summons a gust of wind, causing D4
damage and forcing enemies to move back.

4. Lurklight (Light + Dark)


 HP: 9
 Damage: D4
 Description: A glowing silhouette of shifting light and shadow,
it can slip between light and darkness, never fully revealing
itself.
 Look: Faintly glowing with a dark core, shadowed features.
 Traits:
o Light Shroud: Can dim or brighten its surroundings,
obscuring vision.
o Nightlight's Edge: At night, its attacks are more powerful
and stealthy.
 Move: Flare of Shadows - A sudden burst of light and shadow,
D4 damage and blinds the target.

5. Inferno Fawn (Fire + Beast)


 HP: 7
 Damage: D4
 Description: A wild fawn whose fur bursts into flames, the
creature uses its agility to dodge and strike with fiery speed.
 Look: Small, fiery red fur with horns shaped like smoldering
branches.
 Traits:
o Flamefoot: Moves faster when it’s burning.
o Animal Instincts: Prone to erratic, unpredictable
movements.
 Move: Flame Charge - Charges toward an opponent, D4
damage and ignites its target.

6. Frostwraith (Water + Psychic)


 HP: 8
 Damage: D4
 Description: A cold and calculating creature, made of water
that freezes at will, its mind always one step ahead of its prey.
 Look: Ice-coated body, transparent with an aura of cold mist.
 Traits:
o Mind Freeze: Can cause mental stasis, making its targets
slow down.
o Icy Manipulation: Can control ice formations and water
currents at will.
 Move: Chill Grip - Causes the target to freeze, D4 damage and
they suffer Slow for their next action.

7. Cinderspike (Fire + Abomination)


 HP: 9
 Damage: D4
 Description: A horrifying, twisted amalgamation of fire and
dark, corrupted energy, resembling a monstrous creature with
sharp, glowing spines.
 Look: Twisted, spiny limbs, eyes glowing with malevolent fire.
 Traits:
o Fiendish Strength: Deals more damage when angry or
enraged.
o Spiny Armor: Anyone who touches it takes D4 damage
from its sharp protrusions.
 Move: Hellfire Spikes - Shoots out burning spikes, dealing D4
damage and causing the target to bleed.

8. Galehoof (Air + Earth)


 HP: 6
 Damage: D4
 Description: A hoofed Wíldmon that combines the stability of
the earth with the speed and flight of air, galloping across the
landscape with ease.
 Look: Hoofed with ethereal wings, dust kicking up around its
feet.
 Traits:
o Windborne Hooves: Its hooves stir up the wind, creating
gusts of air.
o Earthform Stance: Strong in defense, it is hard to knock
over or move.
 Move: Duststorm Charge - A powerful charge that kicks up
earth and air, causing D4 damage and disorienting its target.

9. Gravemind (Psychic + Dark)


 HP: 10
 Damage: D4
 Description: A foreboding creature that uses its dark powers to
bend minds and create illusions, it always stays hidden in
shadows.
 Look: A shadowy, humanoid figure with glowing eyes.
 Traits:
o Mind Control: It can influence a target’s actions with
psychic energy.
o Dark Presence: The presence of this Wíldmon saps the
will of those nearby.
 Move: Illusory Grasp - Creates an illusion that traps its target
in a nightmare, D4 damage and they suffer Frightened.

10. Tidefury (Water + Air)


 HP: 9
 Damage: D4
 Description: A vicious storm-based creature, with the ability to
control both water and air, its power growing with each wave
and gust.
 Look: Fluid, aerated body, its form constantly shifting between
water and mist.
 Traits:
o Stormbringer: Can summon localized storms, causing
wind and rain to whip around it.
o Swift Flow: Moves with the fluidity of water, evading
attacks.
 Move: Whirlwind Torrent - Calls a storm surge, causing D4
damage and knocking the target off balance.

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.

Water-Type: Ripplewing → Tsunafalcon → Leviathanjay


 Ripplewing
o HP: 5
o Damage: D4
o Appearance: A small waterfowl with shimmering blue
feathers, resembling ripples on the water’s surface. Its
wings seem to move like liquid, creating small waves in
the air.
o Description: Ripplewing thrives in calm waters, darting
across the surface with ease. It can glide gracefully on
water and summon ripples to confuse predators.
 Tsunafalcon
o HP: 11
o Damage: D6
o Appearance: A falcon with deep blue and turquoise
feathers, its wings designed to create powerful gusts of
wind. Water droplets seem to shimmer around its body.
o Description: Tsunafalcon controls the waters beneath it,
using its wings to create powerful water currents. It can
summon small tidal waves to defend itself from threats.
 Leviathanjay
o HP: 16
o Damage: D8
o Appearance: A giant bird with massive wings that
resemble ocean waves. Its body is adorned in darker
shades of blue and sea green, and it has a long, flowing
tail like a sea serpent.
o Description: Leviathanjay is a terrifying creature that
rules the seas. Its wings create monstrous waves and
tsunamis, and its cry can be heard over the roar of the
ocean.

Earth-Type: Cragrobin → Terrabuzzard → Quakegriff


 Cragrobin
o HP: 5
o Damage: D4
o Appearance: A small, sturdy robin with brown and gray
feathers. Its claws are sharp and rough like rocks, and it
has a small crest that resembles a jagged stone.
o Description: Cragrobin is a hardy bird that lives in rocky
cliffs and caves. It is excellent at finding hidden nooks
and crannies to nest, often digging in the earth for food.
 Terrabuzzard
o HP: 11
o Damage: D6
o Appearance: A larger, powerful buzzard with dark, earth-
toned feathers. Its wings have the texture of stone, and
its talons are reinforced like claws of granite.
o Description: Terrabuzzard controls the earth beneath it. It
uses its strong talons to cause tremors and can even
crack the ground open with a single flap of its wings.
 Quakegriff
o HP: 16
o Damage: D8
o Appearance: A colossal griffon with wings like shattered
stone. Its feathers are jagged and resemble the earth
itself, while its talons could easily pierce through rock.
o Description: Quakegriff is a legendary bird that causes
the very ground to tremble when it flies. It has the ability
to create earthquakes with each mighty flap, sending
shockwaves through the land.

Beast-Type: Fanghawk → Bloodwing → Predaraven


 Fanghawk
o HP: 5
o Damage: D4
o Appearance: A small hawk with sleek feathers and sharp
claws. Its eyes are predatory, and it has a dark stripe of
feathers across its beak that resembles a fang.
o Description: Fanghawk is a fierce and swift hunter,
circling high above the forest floor before diving down to
strike. It has excellent vision and speed, making it a
lethal predator.
 Bloodwing
o HP: 11
o Damage: D6
o Appearance: A larger, more aggressive hawk with red-
tinged feathers. Its wings have a reddish aura, and its
talons are stained from battle.
o Description: Bloodwing is known for its ruthless hunting
style. It uses its razor-sharp talons to tear through prey
and often hunts in packs, coordinating with others to take
down larger animals.
 Predaraven
o HP: 16
o Damage: D8
o Appearance: A massive raven with dark, imposing wings.
Its feathers are black with red streaks, and its eyes are
glowing with an eerie, predatory gleam.
o Description: Predaraven is the king of all aerial
predators. It commands the skies, swooping down with
immense force to capture its prey. Its call strikes fear into
the hearts of those who hear it.

Dark-Type: Shadebird → Umbrawing → Nightreaper


 Shadebird
o HP: 5
o Damage: D4
o Appearance: A small bird with deep, shadowy feathers.
Its wings seem to blend into the darkness around it, and
its eyes are glowing red.
o Description: Shadebird is a stealthy, nocturnal bird that
thrives in darkness. It is elusive and rarely seen, using
the cover of night to stalk its prey.
 Umbrawing
o HP: 11
o Damage: D6
o Appearance: A medium-sized bird with larger, more
defined wings that seem to absorb light. Its plumage is
dark as midnight, and it can create small clouds of
shadow to conceal itself.
o Description: Umbrawing has the ability to manipulate
shadows, hiding in plain sight. It uses the darkness to
strike unexpectedly, blending into the night like a ghost.
 Nightreaper
o HP: 16
o Damage: D8
o Appearance: A monstrous, shadowy bird with wings that
can eclipse the sun. Its feathers seem to be made of pure
darkness, and its eyes are glowing with malice.
o Description: Nightreaper is a fearsome and ghostly bird
that haunts the night. It brings darkness wherever it flies
and can summon terrifying shadows to trap its enemies.
Air-Type: Gustflap → Skyserpent → Tempestwing
 Gustflap
o HP: 5
o Damage: D4
o Appearance: A small bird with light, feathery wings that
seem to create a slight breeze as it flits around. Its
feathers are pale blue, and its movements are quick and
fluid.
o Description: Gustflap is a nimble and quick bird, known
for its ability to fly with incredible speed. It can summon
gusts of wind with a flap of its wings, making it difficult to
catch.
 Skyserpent
o HP: 11
o Damage: D6
o Appearance: A long, sleek bird with elongated wings that
curve like a serpent’s body. Its feathers are a mix of sky
blue and white, and its tail is long and whiplike.
o Description: Skyserpent flies through the highest winds
with ease. It can coil its body through the air, creating
powerful air currents and using its tail like a whip to
strike its foes.
 Tempestwing
o HP: 16
o Damage: D8
o Appearance: A colossal bird with wings that span the
entire sky. Its feathers shimmer with the colors of a
storm, constantly crackling with electrical energy.
o Description: Tempestwing is the embodiment of a violent
storm. It can summon tempests with the flaps of its
wings, generating winds that can level forests, and its
lightning-charged feathers cause devastating strikes.

Psychic-Type: Mindpeep → Teleclaw → Cerebrum


 Mindpeep
o HP: 5
o Damage: D4
o Appearance: A small, fragile-looking bird with a sleek,
silvery-blue body. Its eyes glow with a faint psychic
energy, and it’s often seen observing its surroundings
with intense focus.
o Description: Mindpeep is known for its keen mental
acuity. It can sense emotions and thoughts around it,
using its psychic powers to predict the movements of its
enemies and stay several steps ahead.
 Teleclaw
o HP: 11
o Damage: D6
o Appearance: A medium-sized bird with sharp, angular
wings. Its feathers shimmer with a purple hue, and its
claws crackle with psychic energy.
o Description: Teleclaw uses its psychic powers to
manipulate objects from afar. It can lift its prey with
telekinesis or strike at foes with powerful psychic claws.
 Cerebrum
o HP: 16
o Damage: D8
o Appearance: A majestic bird with massive wings that
seem to distort the air around it. Its feathers are deep
violet, and its eyes glow with an intense psychic energy.
o Description: Cerebrum is a legendary psychic bird capable
of altering the very fabric of reality with its mind. It can
control the thoughts of others and manipulate the
environment to its will.

Fae-Type: Pixiwren → Faequill → Sylphsong


 Pixiwren
o HP: 5
o Damage: D4
o Appearance: A tiny bird with iridescent, multicolored
feathers. Its wings sparkle like dust, and it often appears
to shimmer and vanish in a flash of light.
o Description: Pixiwren is a mischievous bird known for its
trickery. It flits through the air, disappearing and
reappearing in bursts of light, and it has the ability to
enchant those who stare into its eyes.
 Faequill
o HP: 11
o Damage: D6
o Appearance: A graceful bird with long, flowing feathers in
shades of green and gold. Its wings are elegant and leaf-
like, often creating magical illusions with each flap.
o Description: Faequill has a strong connection to the Fae
realm. It can create illusions and bend light to deceive its
enemies, as well as charm those who cross its path with
its sweet song.
 Sylphsong
o HP: 16
o Damage: D8
o Appearance: A majestic, ethereal bird with translucent
wings that shimmer with a soft glow. Its feathers are
green and silver, and its voice is said to carry the winds
themselves.
o Description: Sylphsong is a bird of legend, capable of
manipulating the winds with its songs. Its melodies can
summon powerful storms or calm the fiercest tempests,
and it is revered as a guardian of the Fae wilds.

Light-Type: Dawnrobin → Sunflare → Radiancewing


 Dawnrobin
o HP: 5
o Damage: D4
o Appearance: A small robin with golden feathers that
seem to glow in the early morning light. It has a cheerful,
energetic demeanor and is often seen hopping around in
the sunlight.
o Description: Dawnrobin thrives in the light of dawn, its
feathers sparkling with the first rays of the sun. It has the
ability to bring light into dark places, making it a symbol
of hope and renewal.
 Sunflare
o HP: 11
o Damage: D6
o Appearance: A radiant bird with a brilliant golden-orange
body. Its wings sparkle like the sun’s rays, and it has a
blazing crest that flickers with light.
o Description: Sunflare harnesses the power of the sun,
using its radiant wings to light the way for travelers. Its
wings generate intense heat, and it can unleash powerful
solar flares to scorch its enemies.
 Radiancewing
o HP: 16
o Damage: D8
o Appearance: A towering, divine bird with wings of pure
light. Its feathers are radiant gold, and it glows with an
almost celestial energy.
o Description: Radiancewing is a mythical bird that
embodies the power of the sun. It can summon blinding
rays of light and heal those around it, making it a
guardian of life and purity.

Abomination-Type: Spiketail → Cursedwing → Wretchedharbinger


 Spiketail
o HP: 5
o Damage: D4
o Appearance: A small, twisted bird with sharp, spiny
feathers. Its eyes are hollow, and its tail is covered in
jagged, barbed spines that seem to ooze with dark
energy.
o Description: Spiketail is a corrupted bird that lives in the
darkest corners of the world. Its wings are twisted, and
its presence brings decay wherever it goes. Its sharp tail
can poison its enemies.
 Cursedwing
o HP: 11
o Damage: D6
o Appearance: A dark, twisted bird with ragged, decaying
wings. Its feathers are discolored, and its beak is
unnaturally long and sharp.
o Description: Cursedwing is a terrifying bird that brings
ruin wherever it flies. Its wings spread toxic fumes that
wither plants and animals, and it can spread its curse to
those it touches.
 Wretchedharbinger
o HP: 16
o Damage: D8
o Appearance: A massive, grotesque bird with wings that
seem to drip with black tar. Its eyes are empty voids, and
its feathers are falling apart, revealing twisted bones
beneath.
o Description: Wretchedharbinger is a monstrous bird of
doom. It signals the arrival of disaster and destruction,
and its very presence causes the land to wither. It can
curse entire villages, bringing about death and decay.

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.

Water Type: Typhara, the Ocean Warden


 HP: 20
 Damage: D10
 Description: Typhara is a colossal sea serpent with a body that spans
the length of the greatest ships. She controls the tides and storms and
can summon massive waves to sink fleets. Her voice is a deep,
resonant hum that can be heard even underwater.
 Moves:
o Tidal Wrath: Deals D10 damage and summons a massive wave
that knocks enemies prone and deals D4 water damage over
time.
o Cresting Surge: Deals D10 damage and grants Typhara a
defensive boost, increasing her defense for 2 turns as water
shields her body.
 Quest Hook: The waters around the coastal city of Stormwatch have
been growing increasingly violent. Fishermen speak of hearing a
mysterious call beneath the waves. Locals whisper that Typhara has
awoken after centuries of slumber. To find her, adventurers must
venture into the heart of a violent, storm-ravaged sea and retrieve an
ancient trident to communicate with the creature.

Earth Type: Gaiorax, the Worldshaker


 HP: 20
 Damage: D10
 Description: Gaiorax is a towering creature made of living stone and
ancient roots. His form constantly shifts, composed of mountains,
trees, and ancient earth. Gaiorax has the ability to shake the very
foundations of the world, causing earthquakes and shifting landscapes.
 Moves:
o Earthquake Smash: Deals D10 damage and causes a localized
earthquake, knocking enemies prone and dealing D6 damage in
a wide radius.
o Stone Form: Deals D10 damage and allows Gaiorax to harden
his form, gaining an extra layer of protection and reducing
damage taken for the next 2 turns.
 Quest Hook: A series of deep tremors has been causing landslides in
the Verdantia Forest. Ancient scrolls speak of a time when the earth
itself will rise in defense of the natural world. To awaken Gaiorax, a
special artifact known as the Earthstone must be found deep within the
caverns beneath the mountains. But the stone is guarded by fierce
creatures and deadly traps.

Beast Type: Brutagon, the Wild King


 HP: 18
 Damage: D10
 Description: Brutagon is a massive, primal creature resembling a mix
of a lion, wolf, and bear. His mane is made of flames, his claws are
forged from stone, and his eyes glow with untamed ferocity. Brutagon
is a symbol of dominance in the animal kingdom, and it’s said that he
controls the wilds and all its creatures.
 Moves:
o Raging Roar: Deals D10 damage and causes fear in enemies,
making them hesitate in their next attack (-2 to their next
action).
o Claw of the Beast: Deals D10 damage and leaves a deep
wound that causes bleeding for 3 turns (D4 damage per turn).
 Quest Hook: An ancient shrine in the wilderness has been uncovered
by a group of adventurers, its carvings telling the story of Brutagon’s
reign over the wilds. To summon him, one must seek out the lost crown
of the Wild King, a powerful artifact said to amplify his power. The
crown lies within a labyrinth of dense, dangerous forests where vicious
beasts guard the way.

Air Type: Veyrion, the Sky Sovereign


 HP: 18
 Damage: D10
 Description: Veyrion is a magnificent avian creature, with wings that
span the width of a castle. His body is composed of feathers that
shimmer with the colors of the dawn, and his presence causes the
winds to bend to his will. Veyrion commands the sky and can summon
tempests with a single beat of his wings.
 Moves:
o Tempest Torrent: Deals D10 damage and creates a powerful
storm, causing winds to knock enemies off balance and deal D6
damage over time.
o Cyclone Wings: Deals D10 damage and sends enemies flying,
causing them to take D4 damage from falling or crashing into
obstacles.
 Quest Hook: The skies have darkened over Radiance City, and
strange winds have swept across the region. An old prophecy tells of
Veyrion’s return during a time of great turbulence. To locate the Sky
Sovereign, adventurers must ascend the tallest mountain in the region,
where a lost temple to the winds holds the key to summoning the
legendary creature.

Dark Type: Nihiloth, the Voidbringer


 HP: 19
 Damage: D10
 Description: Nihiloth is an entity of pure darkness, a being composed
of shadows and void. Its form is formless, often seen only as a shifting
mass of darkness with glowing eyes. Nihiloth can absorb light, leaving
areas in eternal shadow, and it feeds on the fear of those around it.
 Moves:
o Void Touch: Deals D10 damage and causes the target to
become temporarily blind, reducing their effectiveness (-1 to
their next attack roll).
o Shadow Walk: Deals D10 damage and grants Nihiloth the
ability to become intangible, evading all attacks for 1 turn.
 Quest Hook: A series of unnatural disappearances and strange
phenomena have plagued Glimmerwood Town. Local shamans speak of
a dark force returning to the world. Nihiloth, once sealed in an ancient
temple beneath the forest, is believed to be the cause. To face it,
adventurers must descend into the temple and banish the darkness
before it consumes the entire town.

Psychic Type: Mentara, the Mind Overlord


 HP: 20
 Damage: D10
 Description: Mentara is a vast, psychic entity with the ability to
control minds. Its form is a swirling mass of energy and consciousness,
appearing as a floating, translucent creature. It can invade the minds
of others, forcing them to do its bidding or drive them mad.
 Moves:
o Mental Eclipse: Deals D10 damage and forces enemies to fight
against their own will, causing them to hesitate or attack their
allies.
o Psionic Overload: Deals D10 damage and causes the target to
take mental damage over time, causing confusion and
disorientation.
 Quest Hook: A psychic disturbance has been spreading through
Arcane Falls, causing hallucinations and uncontrollable behavior.
Ancient texts speak of Mentara’s return to dominate the minds of all
who oppose it. To stop it, the adventurers must venture into the ruins
of an old mental institute and retrieve the Mind Key to break Mentara’s
control.

Fae Type: Sylphira, the Dreamweaver


 HP: 17
 Damage: D10
 Description: Sylphira is a majestic fae queen with wings made of the
finest silk. She commands the dreams of mortals and is said to control
the boundary between the waking world and the dream realm. Sylphira
can weave illusions that trap even the bravest hearts in endless
slumber.
 Moves:
o Dreamsnare: Deals D10 damage and puts the target to sleep
for a turn, causing them to miss their next action.
o Illusory Mirage: Deals D10 damage and creates illusions that
confuse the enemy, forcing them to target the wrong opponent
for the next turn.
 Quest Hook: The people of Eclipsion City have been falling into deep,
unexplained slumbers, never to awaken. The Dreamweaver, Sylphira,
has begun pulling mortals into her dream realm. To stop her,
adventurers must enter the Dreamscape and defeat her in her own
world, breaking her control over the sleepers.

Light Type: Solarius, the Dawn King


 HP: 20
 Damage: D10
 Description: Solarius is a radiant being whose presence brings dawn
wherever he treads. His body is made of pure light, and he commands
the sun’s energy. He can heal and purify, and his rays are powerful
enough to scorch even the darkest creatures.
 Moves:
o Sunflare Strike: Deals D10 damage and blinds the target for 1
turn, causing them to take D4 damage every time they attempt
to act.
o Radiant Shield: Deals D10 damage and creates a protective
aura around allies, granting them a temporary defense boost
that reduces damage by half for the next turn.
 Quest Hook: A celestial event has caused the sun to behave
strangely, and it’s growing dimmer every day. Solarius, once a beacon
of hope, has been locked in a state of deep slumber in the ancient
Temple of Dawn. To awaken him, the players must find the Celestial
Orb, hidden within the heart of a forgotten desert ruin, where Solarius
once laid down his sword to rest.
Abomination Type: Scypheron, the Flesh Warden
 HP: 19
 Damage: D10
 Description: Scypheron is a grotesque and monstrous entity, a fusion
of many different creatures and forms, stitched together by dark
magic. Its body constantly shifts, regenerating its wounds in strange
ways. It can reassemble itself after being injured, making it difficult to
kill. Scypheron is a twisted being born from the forbidden experiments
of a mad sorcerer.
 Moves:
o Regenerative Surge: Deals D10 damage and allows Scypheron
to heal 5 HP as it stitches itself back together, making it harder
to defeat.
o Flesh Ripper: Deals D10 damage and causes horrific wounds
that cause the target to bleed for D6 damage over the next 2
turns.
 Quest Hook: In the heart of the Deepwater Caverns, there are tales of
strange, unholy experiments. Scypheron, a creature of unimaginable
power, is said to lurk in the shadows. To find Scypheron, adventurers
must brave the haunted lab of a long-dead sorcerer, now infested with
monstrous creatures. The key to defeating Scypheron lies in
understanding the nature of its creation and finding the source of the
dark magic that binds it together.

Legendary Wíldmon Summary:


Each of these legendary creatures represents the pinnacle of their respective
types, both in power and in lore. They are creatures of great importance and
rarity, tied to the very land they inhabit. Their quests often span deep into
forgotten ruins, untamed wilderness, or strange celestial events, offering the
players a chance to test their mettle against the most legendary beings of
the world. Whether it’s awakening a long-dormant beast, retrieving a
powerful artifact, or stopping an impending catastrophe, these Wíldmon are
central figures in the lore of the Lumina Region.

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