Digimon in D&D

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Digimon Data-Book

Fearsome transforming creatures for D&D 5th edition!

Fearsome creature from the digital world!

Digital Monsters

Digital Monsters, or Digimon for short, are creatures from another world born of data. At some point, the world as we knew it developed technology, and the data the runs between that technology connected to the data of the digital world, connecting the two worlds together. Because of this, the walls between these two lands have thinned, the creatures have begun to pour out. While some reek havoc on others, some digimon have befriended humans to grow stronger through an evolution process, making them more powerful than ever.

Justifying Digimon in a world without technology.

Much like how the material plane is connected to other planes such as the Shadowfell or the Feywilds, you could justify the digital world as another plane for players to walk through.

Evolution

Digimon transform quickly, a single burst of energy manifesting into a brand new and more powerful form. All Digimon are capable of doing this, but it becomes harder, and sometimes impossible, as each new form is obtained. In addition, other conditions, such as a special item or another specific Digimon, need to be met before a new form can be achieved.

Digimon forms can be generally catagorized as follows:

  • Baby: Digimon that have hatched from a Digi-Egg
  • In-Training: A Digimon that has yet to tap into a specific line of potential.
  • Rookie: This level typically the resting form of the Digimon, as most are capable of maintaining this state.
  • Champion: Digimon who have realized their potential for a specific way of life whether for power or practical use.
  • Ultimate: A fully realized Digimon capable of realizing major goals such as advanced warfare or leading empires.
  • Mega: The final stage for almost all Digimon, considered legendary creatures in their own right. Very few Digimon make it to such a level on their own, and all Digimon of this level are to be respected or feared in some way.

Upon Digivolving, the Digimon's statistics become that of the new form, including hit points, making it an effective way to heal themselves.

All Digimon, when killed, return to the data from whence they came. If they lose all of their hit points after digivolving, they instead transform back into the lowest form they were within the last hour.

For example, a Koromon may have transformed into an Agumon then Greymon during a battle, but lost all its hit points as Greymon. This Greymon would transform back into a Koromon, rather than an Agumon. However, a wild Greymon who's hit points have dropped to 0 without digivolving will simply turn back into data.

This fact encourages Digimon to not only choose their battles carefully, but to also digivolve into stronger forms as they fight.

Digi-Eggs

When a Digimon is killed, its data returns to the digital world in the form of a Digi-Egg. These eggs house the data and eventually hatch into the Baby Digimon form of the one that died. While this does give them an opportunity to transform back into their original form, most Digimon lose their memories, and usually digivolve up a new path.

A Digimon can live several lifetimes this way, seeing the world through many different walks of life, from a volcanic dinosaur Digimon known for combat, to a common plant Digimon who cares only for gardening.


Botamon

Tiny Digimon, Neutral


  • Armor Class 8
  • Hit Points 3 (1d4)
  • Speed 5 ft.

STR DEX CON INT WIS CHA
1 (-5) 10 (+0) 1 (-5) 5 (-3) 5 (-3) 11 (+0)

  • Senses passive Perception 7
  • Languages Binary
  • Challenge 0 (10 XP)

From a Digi-Egg. Botamon is a creature that has hatched from a Digi-Egg.

Digivolution. If the Botamon has hatched from its Digi-Egg for at least 10 days, it is ready to digivolve. As a bonus action, Botamon can become any Digimon that has the From Botamon. feat.

Actions

Bubble Blow. Ranged Weapon Attack: +2 to hit, Range 10/30 ft., one target. Hit: 1 cold damage

Bubbles. The Botamon creates harmless bubbles.


Koromon

Tiny Digimon, Neutral


  • Armor Class 10
  • Hit Points 6 (1d4 +3)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 7 (-2) 8 (-1) 8 (-1) 14 (+2)

  • Saving Throws Dex +2
  • Senses passive Perception 9
  • Languages Binary, Common
  • Challenge 0 (10 XP)

From Botamon. Koromon is one of the Digimon that Botamon can digivolve into.

Digivolution. Koromon is capable of digivolving if it is not under the fear condition. As an action, Koromon can become any Digimon that has the From Koromon. feat.

Actions

Bubble Blow. Ranged Weapon Attack: +2 to hit, 20/40 ft., one target. Hit: 2 cold damage

Bubble. The Koromon creates harmless bubbles.

Poison Bubble. Ranged Weapon Attack: +2 to hit, 10/30 ft., one target. Hit: 2 poison damage


Agumon

Small Digimon, Any Chaotic Alignment


  • Armor Class 13
  • Hit Points 49 (7d10 + 11)
  • Speed 30 ft.,

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 17 (+3) 10 (+0) 8 (-1) 15 (+2)

  • Saving Throws Str +6, Con +7
  • Skills Athletics +6, Intimidation +6
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Condition Immunities frightened
  • Senses passive Perception 9
  • Languages Binary, Common
  • Challenge 2 (450 XP)

From Koromon. Agumon is one of the Digimon that Koromon can digivolve into.

Digivolution. The Agumon is capable of digivolving as long as it is conscious. At the cost of an action and bonus action, Agumon can become any Digimon that has the From Agumon. feat.

Actions

Multiattack. The Agumon makes two attacks, one with its sharp claws and one with its spirit claws.

Sharp Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) slashing damage

Spirit Fire. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 6 (1d8 + 2) piercing damage and 7 (2d6) fire damage

Pepper Breath. Ranged Spell Attack: +6 to hit, range 40 ft., one target. Hit 11 (3d6) fire damage.


Greymon

Large Digimon, Any Chaotic Alignment


  • Armor Class 18 (Natural Armor)
  • Hit Points 85 (9d8 + 45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 10 (+0) 9 (-1) 11 (+0)

  • Saving Throws Str +8, Con +8, Cha +4
  • Skills Athletics +8, Intimidation +8
  • Damage Vulnerabilities cold
  • Damage Resistances fire
  • Condition Immunities frightened
  • Senses passive Perception 9
  • Languages Binary, Common
  • Challenge 6 (2,300)

From Agumon. Greymon is one of the Digimon that Agumon can digivolve into.

Digivolution. The Greymon is capable of digivolving as long as it is conscious. At the cost of an action and bonus action, Greymon can become any Digimon that has the From Greymon. feat.

Actions

Multiattack. The Greymon makes two attacks with its great horns and one with its tail whip

Great Horns. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 9 (1d10 +4) slashing damage

Tail Whip. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 15 (2d10 +4)

Nova Blast (Recharge 5-6). The Greymon Exhales a blast of fire in a 20-foot ball at a point within 120 feet of itself. Any creature in this space must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.


Metalgreymon

Colossal Digimon, Any Chaotic Alignment


  • Armor Class 20 (Natural Armor)
  • Hit Points 195 (17d12 + 85)
  • Speed 30 ft., fly 70 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 20 (+5) 16 (+3) 11 (+0) 13 (+1)

  • Saving Throws Str +11, Con +10, Int +8
  • Skills Athletics +11, Intimidation +6
  • Damage Immunities Fire
  • Condition Immunities Exhausted, Poisoned
  • Senses passive Perception 10
  • Languages Common, Binary
  • Challenge 14 (11,500 XP)

From Greymon. Metalgreymon is one of the Digimon that Greymon can digivolve into.

Digivolution. The Metalgreymon is capable of digivolving as long as it is conscious. After channeling for three turns, Metalgreymon can become any Digimon that has the From Metalgreymon. feat.

Actions

Multiattack. The Metalgreymon makes three attacks, two with its Trident Arm and one with its Metal Slash.

Trident Arm. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) piercing damage

Metal Slash. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (5d6 + 6) slashing damage

Giga Blaster. Ranged Weapon Attack: +6 to hit, range 100/300 ft., one target. Hit: 35 (10d6) fire damage and all creatures within 10 feet of the target must make a dexterity saving throw, taking 7 (2d6) fire damage on a failed save.

Giga Destroyer. The Metalgreymon launches a beam of white hot energy from its chest in a 30 foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 65 (10d12) fire damage on a failed save, and half as much on a successful one.



Wargreymon

Large Digimon, Any Good Alignment


  • Armor Class 22 (Chrome Digizoid)
  • Hit Points 444 (24d20 + 92)
  • Speed 50 ft., fly 40 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
30 (+10) 12 (+1) 27 (+8) 17 (+3) 13 (+1) 18 (+4)

  • Saving Throws Str +17, Con +15, Wis +8
  • Skills Athletics +17, Intimidation +11, Perception +8, Survival +8
  • Damage Resistances Bludgeoning, Piercing, and Slashing damage from weapons not made of Chrome Digizoid.
  • Damage Immunities Fire, Cold
  • Condition Immunities Frightened, Petrified, Poisoned, Stunned
  • Senses passive Perception 18, tremorsense 30 feet.
  • Languages Common, Binary
  • Challenge 22 (30,000 XP)

From Metalgreymon. Wargreymon is one of the Digimon that Metalgreymon can digivolve into.

Actions

Multiattack. The Wargreymon makes four attacks, two with its Mega Claw and two with its Grey Fire.

Mega Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 21 (2d10 + 10) slashing damage

Grey Fire. Melee or Ranged Weapon Attack: +17 to hit, reach 5 ft., one target or +8 to hit, range 30/120 ft., one target. Hit: 22 (4d6 + 8) fire damage.

Great Tornado. The Wargreymon spins itself and charges 50 feet in a line. Every creature he passes must make a DC 23 Dexterity saving throw, taking 78 (12d12) slashing damage on a failed save, or half as much on a successful one.

Terra Force. (Recharge 6) The Wargreymon takes the strength of the earth itself and hurls it as a ball on energy to a point it can see within 300 feet of itself. Any creature within 20 feet of that point must make a DC 21 Dexterity saving throw, taking 99 (18d10) fire damage on a failed save, or half as much on a successful one.

Reactions

Brave Shield. The Wargreymon adds 6 to its AC against one attack that would hit it. To do so, the Wargreymon must see the attacker.

 

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