Auromon Almanac

by DMToldMeTo

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The Auromon Almanac

This is the Auromon Almanac filled with all of the cards of Auromon that inhabit this world along with their evolutions. The original first forms of the Auromon will be in the Monster Manual. Auromon in the Almanac will be organized based on the chapter of the book of their original stat Challenge Rating (CR). For example if an Auromon originally started as CR 0 and you have fused it to its first evolution (even though the evolution is higher than CR 0) it will be in Auromon Almanac Chapter CR 0 due to its original form being 0.

Due to some creatures in the Monster Manual having some constraints they have been removed from this game mode to help simplify game mechanics.

Thanks to the creativity of those on Discord, along with the original creatures submitted by Ryan, if an Auromon is in Italics it is an original submitted Auromon. This means its stat block will only be found here in this book.

Introductory Note

Welcome to the world of Auromon (Ar-roo-mon)!

Auromon are creatures that inhabit this world that, while resembling normal creatures in Dungeons and Dragons, hold a magic secret to them. Once they are defeated in battle or if they are willing to, they have a chance to drop their Auro (which is their very magical essence) as a card. This magical essence can be called forth for a variety of reasons. The creatures once summoned are sentient creatures and will remember their times by your side. Those that possess cards of Auromon are referred to as Auromancers.

Auromancers wield their own deck full of cards that they have acquired from their travels to use to help them achieve their goals out in this world. This goals can be fighting other Auromancers, fighting Wild Auromon, and even summoning them outside of battle. Their deck of cards grow and change in size as they become more well versed in the art of Auromancy.

This is quite different from the usual game of D&D because instead of you rolling to attack a monster you will instead choose from a selection of a few card options you’ve added into your deck to do the fighting. While you use creatures to fight for you, the risk of character deaths are still very possible.


This Module will continue to be updated as the world of D&D releases more creatures but for now it only contains the monsters that are in the Monster Manual and Basic Rules. Future updates will include the addition of other modules creatures (Volvo's etc).


This idea was brought to you by the Podcast DM Told Me To. Along with the help from the members of the DM Told Me To Discord for their creative inputs and play testing. Special Thanks to:

  • Anthony Maire
  • Dijas
  • GokuKing922
  • Bengalxtiger
  • bundleofstix
  • Iroku3
  • Archerking
  • McPoptart


Hopefully you enjoy collecting and battling with your friends,


Ryan Nolan, Host of DM Told Me To

Thank You Artists!

This is the section where all the artists get credit for their work they have done for the project in addition to their names under each picture they made.

  • Kaarl on Instagram as kaarl_the_faun
  • Artsyomelette on Twitter as @Sun_Supern0va
  • Merck92 on Instagram as calavera_parlante
  • Brian Rowe on Twitter as @brbrowe2
  • Rander24 on Instagram as rander_studio
  • Neonmoonstone on Fiverr as Neonmoonstone
  • Alara the illustrator on Instagram as Alaratheillustrator
  • lazygrape18 on Instagram as Lazy_grapefruit18
  • Daniel Van Meter on Instagram as dan.van.art
  • Giuls_sl on Instragam as giuls_sl
  • Val on X as XXXX
  • Startraphell on Twitter as @startraphell
  • Iori Shibasaki on Instagram as iorishibasaki
  • Jacob E. Blackmon
  • Brett Neufeld
  • Gary Dupuis
  • Eric Lofgren
  • Indi Martin
  • Rian Trost
  • Marcum Curlee
  • John Latta Art
  • Claudio Casini Art
  • Maria Isabel Rauber Neves
  • Matt Morrow
  • Architects of the Deep
  • Prodigyduck
  • Rowkey
  • Luplupme
  • Solaris-Meadow
  • Liz Courts
  • Alisa Katrevich
  • Michael Dizon
  • C Ronald D. Smith
  • Shaman's Stock Art
  • Purple Duck Games
  • Tortoise and Hare Creations
  • Fat Goblin Games
  • Trent Troop on Octavirate Entertainment

Auromon Creature Types Signature Abilities

This is the section of the Almanac that goes into all of the special effects that Auromon of specific monster types can have. This can help to show off synergy and combo potential for avid deck builders. Some cards that are that creature type will posses these as abilities that can be used in combat to further strengthen the current Auromon that shares a similar type that is out fighting.

Aberration

The Unusual Kids on the Block

When an Aberration on your side of the field dies, you can discard this card to bring it back with 1/4 of its health as it morphs back to life.

Beast

Power of the Wild

When a beast you have out rolls to hit a melee attack you can discard this card from your hand to double the damage dice rolled for the attack. Example being 2d6 becomes 4d6 that gets rolled.

Celestial

Angelic Blessing

When a celestial Auromon you have out takes damage in combat you can discard this card from your hand to give that Celestial Auromon a +1 to it’s AC for the rest of combat.

Construct

Maximum Overdrive Setting

You can discard this card when you have a Construct Auromon that just successfully hit an Auromon in battle to have it make X additional melee attacks on a nearby Auromon within range. Where X equals the discarded cards CR Level.

Dragon

Draconic Servant

You can discard this card from your hand to allow a Dragon Auromon you have out that just made a breath attack to recharge on a breath attack sooner. This is done by increasing the range to include another number on its recharge. This lasts until it leaves the field. For example a recharge roll of 5-6 becomes 4-6.

Elemental

Elemental Incarnate

If you control an elemental Auromon you can discard this to increase the power of the next spell card you cast this turn that targets one enemy. When rolling for damage of a spell you're about to cast that targets one enemy you take half of the total amount of dice you will roll and add that amount to form your new total rounding down if odd. For example if you would roll 5d8 you will roll 7d8 damage instead.

Fey

Trickster Magic

While you control a Fey Auromon you can discard this card to have your Fey Auromon move one spot up in the initiative order. If its in first this causes all of their melee attacks to be at advantage for the rest of the battle.

Fiend

Fiendish Sacrifice

When a fiend Auromon you have in battle makes a Melee Weapon Attack and misses, you may discard this from your hand to make that attack an automatic hit. This does not get around resistances and immunities for damage.

Giant

Fee Fye Foe Fight

You can discard this card when you have a Giant Auromon that deals damage to an Auromon of any size smaller than it in combat. It can increase the range of its melee range attacks for the rest of combat by 10ft. This is done through the limbs of the Giant growing.

Humanoid

Unite the Army!

You can discard this card when a humanoid Auromon misses a melee attack to take an additional action from the discarded card as well (multi attack and other actions functions normally).

Monstrosity

To Serve My Fellow Monster

While you control a monstrosity Auromon and it just took damage, you can discard this card to reduce further damage by a d4 for each CR of the Auromon you discarded for the rest of the battle. (A CR 3 creature discarded reduces damage taken to the Auromon targeted by the effect by 3d4 every time that Auromon takes damage).

Ooze

Jelly Residue

When an Ooze died in combat from a Melee weapon attack while this Auromon was in your hand it affects its killer with a jelly like residue. This residue makes the next two melee weapon attacks that would hit from that enemy miss instead. This overrides other abilities to guarantee a hit.

Plant

Photosynthesis

While out in sunlight you can discard this card to make your Plant Auromon start to glow a green color. This will cause your Auromon to regain health points at the end of their turns equal to d4 times the discarded Auromons CR.

Undead

Dead Man's Curse

When an Undead deals melee damage with a melee weapon attack while this is in your hand you can discard it to cause its attacks to leave a Dead Man’s Curse on the target for the rest of combat. Dead Man’s Curse will cause damage to the afflicted Auromon at the end of each of their turns with necrotic damage. Each curse deals damage equal to the CR of the Auromon that was discarded. This effect can stack up to 3 times. The curses are removed when the victim of the curses leaves the battlefield or the battle ends.

Auromon Almanac Chapter CR 0

CR 0

For Creatures starting at CR 0 they are the weakest creatures in the game but have some potential to become some of the strongest. Their first evolution will evolve into a CR 3 Auromon followed by their second being a CR 5 Auromon.

  • Awakened shrub
    • Thornmonger
  • Baboon
    • Biomorphed Baboon
  • Badger
    • Badgerang
  • Bat
    • Batsy of Darkness
  • Cat
    • Angelic Kitten
  • Commoner
    • Town Mob
  • Crab
    • Seamore The Shell Collector
  • Crawling Claw
    • Claw of the Necro Magi
    • Hands of the Demised
  • Deer
    • Hornacles
  • Eagle
    • Aya Guardian of the Sky
  • Frog
    • Viru the Psionic Frog
  • Giant Fire Beetle
    • Ingvar Lord of the Fire Beetles
  • Goat
    • Draxxus Demon Goat of Slaughter
  • Hawk
    • Hawk Soldier
  • Homunculus
    • Creatent
    • Final Form
  • Hyena
    • Flaming Jokester
  • Jackal
    • Jackal King
  • Lemure
    • Babadooka Demon Grandmother
  • Lizard
    • Barbed Lizard
  • Myconid Sprout
    • Myconid Squire
  • Octopus
    • Shadow Octopus
  • Owl
    • Armored Owl
  • Quipper
    • Baracrueda
  • Rat
    • Dynamouse
    • Ratchesa Queen of TNT
  • Raven
    • Skull crow
  • Scorpion
    • Warrior of Kahruu
  • Orcam Egg
    • Orcam Fighter
      • or
    • Orcam Healer
      • or
    • Orcam Mage
  • Sea horse
    • Aqua-estrian
  • Shrieker
    • Leaf Howler
  • Spider
    • Bladed Spider
  • Vulture
    • Morticiair
  • Weasel
    • Wea-sel the Gambler
    • Don Weaselini

Thornmonger

Medium plant, any chaotic alignment


  • Armor Class 14 (Natural Armor)
  • Hit Points 65
  • Speed 30 ft, climb 30 ft

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 13 (+1) 13 (+1) 10 (+0) 11 (+1)

  • Damage Vulnerabilities Fire, Slashing
  • Damage Resistances Bludgeoning, Piercing
  • Senses Passive Perception 10
  • Languages Sylvan
  • Challenge 3 (700 XP)

Key Card Ability: Thorn Bestowed If your Key Card for 24 hours gives the Auromancer the Thorned Skin Ability for the next 24 hours.

False Appearance. While Thornmonger remains motionless it is indistinguishable from vines with thorns

Thorned Skin When Thornmonger gets hit with a Melee Weapon Attack the attacker will take 1d8 piercing damage every time they successfully hit a creature with the Thorned Skin ability

Actions

Multiattack. The Thornmonger makes two Rake attacks or one Spiked Vine Attack

Rake Melee Weapon Attack: +4 to hit., reach 5 ft one target. Hit: 6 (1d8+2) Slashing Damage

Spike Vine. Ranged Weapon Attack: +4 to hit, 60/120ft., one target. Hit: Piercing Damage and the target must make a DC 13 Con saving throw , taking 4d8 poison damage on a failed save or half as much damage on a successful one.

*Drawn from Kaarl on Instagram as kaarl_ivanovich_art

Thornmonger

The Spiky Plant Auromon

Thornmonger are the evolution of Awakened Shrub and are ready to help defend their home through the use of their thorned skin. By helping keep predators away they can care for their seeds that will hopefully become Awakened Shrubs and then Thornmongers themselves someday. They can use their spiked vines to allow them to climb and swing from trees to get the drop on unwanted Auromon in their territory. They can even use their vines to throw themselves in the air and then either Rake down on their foes or land on them causing their spikes to embed in their enemies for greater damage.

They help provide for their Auromancer the power of protection through letting them be able to coat themselves in a glowing light of thorns to resemble that of Thornmonger. The Auromancer will have the Thorn Skin Ability for 24 hours if they have Thornmonger in the Key Card Spot for atleast 24 hours.

*Drawn from Kaarl on Instagram as kaarl_ivanovich_art

Biomorphed Baboon

The Revenge Seeking Auromon

A simple baboon who was unfortuently taken hostage by the evil scientist Dr. Lazurus and was experimented on to no end. It was able to break free along with its other baboons and wants to avoid people at all costs. It can be violent towards those that impede on its hunting grounds as a form of self defense. Once you get near a Biomorphed Baboon you will find that leaving its area is a lot more difficult then approaching it. Having been through such crude experiments it has been training to become very physical fit to allow it to one day get revenge on Dr. Lazurus and make sure his experiment are put to an end.

If you are able to befriend a Biomorphed Baboon and use it as your key card, you find yourself getting a pair of astral tentacles of light that glows at the top of your left arm as a thank you. This two pronged tentacle arm can be used for the Auromancer to climb with.


Biomorphed Baboon

Medium Monstrocity, Chaotic Evil


  • Armor Class 14
  • Hit Points 70
  • Speed 30ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14(+2) 11(+0) 8 (-1) 12 (+1) 6 (-2)

  • Senses Passive Perception 14
  • Languages ---
  • Challenge 3 (700 XP)

Key Card Ability: Tentacle Reach If your Key Card for 24 hours It bestows its climbing speed to your Auromancer in the form of giving your left arm two astral tentacles to use for climbing. This gives a climbing speed of 30ft.

Pack Tactics. Biomorphed Baboon has advantage on an attack roll against a creature if at least one of the Biomorphed Baboon's allies is within 5 feet of the creature and the ally isn't incapacited.

Reactive Tentacles. Biomorphed Baboon gains an extra reaction that can be used for oppurtunity attacks to allow you to use Tentacle Whip twice instead of once as an attack of opportunity.

Actions

Multiattack. Biomorphed Baboon makes 2 Bite or 1 Tentacle Whip attacks a turn

Bite. Melee Weapon Attack: +4 to hit, 5ft, one target. Hit: 1d8+3 piercing.

Tentacle Whip. Melee Weapon Attack: +4 to hit, 10ft, one target. Hit: 2d8+3 bludgeoning.


Badgerang

Small Beast,unaligned


  • Armor Class 13
  • Hit Points 65
  • Speed 30ft., Burrow 15 ft.

STR DEX CON INT WIS CHA
12(+1) 14(+2) 14(+2) 6(-2) 12 (+1) 10(+0)

  • Skills Acrobatics +4
  • Condition Immunities prone
  • Senses darkvision 60ft., passive Perception 11
  • Languages ---
  • Challenge 3 (700 XP)

Key Card Ability: Little Treasures If your Key Card for 24 it will bring you a little treasure from the little treasure table down below at dawn (Roll d10).

Keen Smell. Badgerang has advantage on Wisdom (Perception) checks that rely on smell

Magic Boomerang When Badgerang throws its boomerang the damage is considered to be magical. After thrown Badgerang can as a bonus action on the next turn roll to hit an enemy on the boomerangs way back. The boomerang will always return to Badgerang's paws no matter how far.

Actions

Multiattack. Badgerang makes 2 Bite attacks or 1 Boomerang Throw attack.

Bite. Melee Weapon Attack: +4 to hit, 5ft, one target. Hit: 1d8+3 piercing

Boomerang Throw Weapon Attack: +5, 60/120, one target. Hit: 2d8+3 bludgeoning.

d10 Little Treasure
1 A dead mouse holding cube of cheese
2 A dead bird with a fish in its talons
3 A Badger wooden statue
4 A whistle made from gold-colored wood that has 1 use before breaking
5 A single use wooden key that can lock any door
6 A single Sending Stone
7 A scroll containing the spell Speak with Animals
8 Finds berries casted from the Goodberry Spell
9 A potion of healing
10 3GP

*Drawn from Iori Shibasaki on Instagram as iorishibaski

Badgerang

The Lucky Badger Auromon

Badgerang is a badger who found a boomerang out in the woods up in a tree one day when he was exploring. He accidently cut his paw on a thorn out in the woods trying to reach it and some of his blood dripped on his new boomerang. The boomerang started to glow which scared him so he threw it away. But it kept coming back to him so he started to play with it not being scared anymore. He was able to practice throwing it and noticed how it always returned to him no matter where he was (even underground) ! Badgerang loves to explore and even was able to find a scarf to keep his little treasures he finds in on his morning walks.

As an Auromancer's Key Card for 24 hours Badgerang is able to share with the Auromancer a little treasure he finds out when exploring. No one knows where Badgerang finds these treasures but he always seem to find something to present proudly to his Auromancer every morning.

*Drawn from Gary on Drive Through RPG as Purple Duck Games

Batsy of Darkness

The Demonic Messenger Auromon

Batsy of Darkness is one of many bats that has started its life normally but once finding a secret cave that connected to the underworld has lost all sense of what it was. This transformation has led the normal bat to become corrupted and learn the language of Abyssal and now serves the high demon lords as a messenger of despair.

As an Auromancers Key Card Batsy of Darkness allows the Auromancer to be able to speak and understand the language of demons and fiends through learning Abyssal.

When trying to build a deck of Fiend like Auromons Batsy of Darkness is a great utility tool for combat. By being able to guarantee your next attack hits it makes sure your target gets the message that Fiends are quite strong.


Batsy of Darkness

Small Fiend (demon), Chaotic Evil


  • Armor Class 13
  • Hit Points 55
  • Speed 5ft., fly 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 4 (-3) 12 (+1) 6 (-2)

  • Skills Stealth +3
  • Damage Vulnerabilities Radiant
  • Damage Resistances Fire, Necrotic
  • Damage Immunities Poison
  • Senses Blindsight 60 Ft., passive Perception 11
  • Languages Abyssal
  • Challenge 3 (700 XP)

Key Card Ability: Demonic Messenger When your Key Card for 24 hours the Auromancer will be able to understand Abyssal and speak it.

Fiendish Sacrifice When a fiend Auromon you have in battle makes a Melee Weapon Attack and misses you may discard this from your hand to make that attack an automatic hit. This does not get around resistances and immunities for damage.

Echolocation Batsy of Darkness can't use its blindsight while deafened.

Keen Hearing. Batsy of Darkness has advantage on Wisdom (Perception) checks that rely on hearing.

Actions

Bite. Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 2d8+3 piercing.

Demonic Tail Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 2d6+3 slashing. If target is a creature it must succeed on a DC 12 Constitution saving throw or be blinded for 1 min. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Angelic Kitten

Small Celestial, Lawful Good


  • Armor Class 16
  • Hit Points 45
  • Speed 40ft., climb 30 ft, fly 40ft.

STR DEX CON INT WIS CHA
12 (+1) 14(+2) 12(+1) 5 (-3) 14 (+2) 8 (-1)

  • Saving Throws WIS +3
  • Skills Perception +4, Stealth +3
  • Damage Resistances Radiant
  • Condition Immunities Fear
  • Senses Passive Perception 14
  • Languages Celestial, Common
  • Challenge 3 (700 XP)

Key Card Ability: Kitten Spirit After your Key Card for 24 hours if the Auromancer would drop down to zero or less hit points they instead auto succeed their Death Saving Throws and stay alive at 1 hit point on their first turn down. This can only be activated once per long rest.

Angelic Gift When Angelic Kitten gets sent to the graveyard in combat the next Celestial Auromon you summon gets a +1 to its AC.

Keen Smell. Angelic Kitten has advantage on Wisdom (Perception) checks that rely on smell

Actions

Multiattack. Angelic Kitten makes 2 Claw attacks or 1 Angelic Feather Shot

Claw. Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 1d8+3 slashing

Angelic Feather Shot Weapon Attack: +5 to hit, reach 10 ft , three different targets. Hit: 1d6 piercing damage plus 1d6+4 radiant damage.

*Drawn from Kaarl on Instagram as kaarl_ivanovich_art

Angelic Kitten

The Holy Cat Auromon

Once a cat has run out of its nine lives it goes up to the great beyond to be judged by its creators. If deemed worthy it gets blessed from the gods to come back to its owner to watch over them as they progress through life. If they pass again in this world in their angelic form then the next Auromon to replace them in battle gets blessed with an AC bonus.

Once Angelic Kitten is with their owners again for enough time they actually are able to save their Auromancer from death one time until needing to rest again. By being a sacred creature they are blessed and can not be afraid of anything after having survived death so many times as a simple cat. They are also able to now communicate with their owners and celestials alike.

Town Mob

The Mobile Town Auromon

When the local commoners found out about the experiments Dr. Lazurus was performing on the wild life in the area they came together to demand that it be stopped. They went up to his castle on the hill to help avenge the animals that have fallen prey to his experiments. With the Town Mob having failed in their mission they are now spectral town members of their former selfs and as such can be summoned to fight for under an Auromancer. They still appear as they once did as the Auro recognized their deaths as being just and allow them to come back to fight for Auromancers If they are with their Auromancer for 24 hours the town members can perform tasks they once did in their past lives as commoners. Each of these tasks can be used once per day.

Town Service Table

Town Member Tasks
Walter the Watchmen Stays awake as a look out at night
Ferric the Farmer Gives one bean from Bag of Beans
Iona the Inn Keeper Allows half price at any Inn
Blake the Blacksmith Silvers another Auromons weapon
Harold the Hunter Gives 1 ration from hunting
Barry the Baker 1 loaf of bread that heals one target 1d8
Willis the Winemaker Can use Alchemy Jug
Lenard the Locksmith Carries and can use Thieves' Tools
Mayor Maurice Advantage on one Persuasion roll
Brutus the Butcher Add a +5 to your Auromon Creature Drop Chance one time

Town Mob

Medium Swarm of Humanoids, Neutral Good


  • Armor Class 12
  • Hit Points 100
  • Speed 30ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

  • Damage Resistances bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned
  • Senses passive Perception 12
  • Languages Common
  • Challenge 3 (700 XP)

Key Card Ability: Town Travelers After your Key Card for 24 hours Town Mob will offer to the Aurromancer services that a town would offer. See Town Services Table.

Strength in Numbers For every 10 hit points Town Mob loses it gets one less multi attack of the Auromancers Choice.

Swarm The swarm can occupy another creature's space and vice versa. The swarm can't regain hit points or gain temporary hit points.

Actions

Multiattack. Town Mob makes 6 Pitch Fork, 3 Torch and, 1 Scythe attacks.

Pitch Fork. Melee Weapon Attack: +2 to hit, 5ft, one target. Hit: 1d4 - 1 piercing.

Torch Melee Weapon Attack: +2 to hit, 5ft, one target. Hit: 1d4 fire damage.

Scythe Melee Weapon Attack: +2 to hit, 5ft, one target. Hit: 1d6 slashing.


Seamore The Shell Collector

Small Beast, Neutral Good


  • Armor Class 15
  • Hit Points 66
  • Speed 30ft., Swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14(+2) 11(+0) 6 (-2) 10 (+0) 8 (-2)

  • Skills Stealth +4
  • Damage Resistances Slashing
  • Damage Immunities Fire
  • Senses passive Perception 12
  • Languages ---
  • Challenge 3 (700XP)

Key Card Ability: Kelp Protector After being your key card for 24 hours Gives the Auromancer Kelp Armor. The Auromancer begins to get these astral pieces of Kelp that cover their torso. The Kelp Armor provides no more protection than light robes. But when underwater or wet it provides heavy armor protection at no movement penalty.

Kelp Shield Once per combat Seamore can as a reaction cast Shield that will affect him and one ally within 5ft. The shield resembles that of kelp and seashells.

Amphibious Seamore the Shell Collector can breathe on air and water

Actions

Multiattack. Seamore the Shell Collector makes 2 Claw attacks.

Claw. Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 1d8+3 piercing.

Bucket of Shells (Recharge 5-6) Seamore throws shells out from his bucket in a 15 feet cone. Each creature in that area must make a DC 13 Con saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.

Seamore The Shell Collector

The Kelp and Shells Auromon

Legends speak of as humans started forming civilizations the wildlife around them tried to adapt to go along with them. As time went on crabs started to see how fisherman function and started to grow themselves. As they did they started to collect things at the bottom of the ocean that humans could only dream of.

One of the leaders of the crabs as they grew was named Seamore. He would help the local fisherman by providing some of the strongest kelp from the deepest kelps of the waters around their towns. When he would bring it to shore it would help the humans protect themselves from sunburns. When used in the water though it would help function as some of the toughest materials someone could get their hands on. Seamore has figured out he can use the shells to damage others while also using kelp to help protect himself and friends.

*Drawn from Jacob Blackmon

Necromancer's Hand

The Death Crawler Auromon

The leader of the Crawling Claws who once was a strong and powerful necromancer. Once the necromancer was defeated in battle before its death it was able to conjure all of its energy into its left hand. It tasked this hand with gathering the needed components to bring back its body to its once former self. It will stop at nothing to bring itself back to its former glory as a strong and powerful Necromancer. It leads the Crawling Claws to go out and search for the many components it needs to complete the ultimate ritual.

By wearing the bracer from the Necromancer it can cast some of the spells it was able to when it was at its full form. These spells are casted out of the bracer and as such if the bracer is removed from the Hand then it can no longer cast spells.

Once it has gathered what it needs to perform the ritual it must find the mausoleum that the Necromancer used to perform its first resurrection. By doing this its able to draw in when its full body first tapped into the dark arts. With the components being gathered and the location set the ritual can begin...hopefully.


Necromancer's Hand

Tiny Undead, Chaotic Evil


  • Armor Class 12
  • Hit Points 55
  • Speed 30ft., climb 30 ft

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 11 (+1) 7 (-2) 14 (+2) 4 (-3)

  • Damage Immunities Poison, Necrotic
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses blindsight 30 ft. passive Perception 10
  • Languages Understands Common but can not speak
  • Challenge 3 (700 XP)

Key Card Ability: Gathering Components After being your Auromon for 24 hours Necromancers hand allows the Auromancer to cast Detect Magic once per long rest outside of battle

Turn Undead The Hands are immune to effects that turn undead.

Initiate Spell Casting. The Necromancer's Hand spell casting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). It can innately cast the following spells, requiring only to be wearing the bracer:

At will: Acid Splash, Chill Touch, Firebolt, Mage Hand, Poison Spray, Ray of frost, Shocking Grasp

3/day Inflict Wounds

Actions

Multiattack. Necromancer's Hand makes 2 claw attacks.

Claw. Melee Weapon Attack: +3 to hit, 5ft, one target. Hit: 1d6+2 bludgeoning or slashing (Hand's Choice) plus 1d6 necrotic damage.



Hands of the Damned

Medium undead monstrosity, Chaotic Evil


  • Armor Class 15
  • Hit Points 125
  • Speed 30ft., climb 30 ft

STR DEX CON INT WIS CHA
16 (+3) 14 (+1) 11 (+1) 7 (-2) 16 (+3) 4 (-3)

  • Damage Immunities Poison, Necrotic
  • Condition Immunities charmed, exhaustion, poisoned, frightened
  • Senses passive Perception 15
  • Languages Understands Common but can not speak
  • Challenge 5 (1,800 XP)

Key Card Ability: Looking for the Truth Hands of the Damned allows the Auromancer to cast Detect Magic once per long rest and Locate Object.

Turn Undead The Hands are immune to effects that turn undead

Spell Casting. Hands of Damned spell casting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks). It can innately cast the following spells, but must suffer the effects of Failed Ritual.

At will: Acid Splash, Chill Touch, Firebolt, Mage Hand, Poison Spray, Ray of frost, Shocking Grasp

1st Level (4 slots) Burning Hands, Inflict Wounds, Magic Missile

2nd Level (3 slots) Hold Person, Heat Metal, Scorching Ray

3rd Level (3 slots) Bestow Curse, Blink, Vampiric Touch

Failed Ritual: In order to use a spell that can target atleast one character it must roll to see if it targets an additional character.

Actions

Multiattack. Necromancer's Hand makes 4 claw attacks. For every Auromon Fusion level above 7 you can take an additional claw attack.

Claw. Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 1d8+3 bludgeoning or slashing (Hand's Choice) plus 1d6 necrotic damage.

*Drawn from Kaarl on Instagram as kaarl_ivanovich_art

Hands of the Damned

The Failed Ritual Auromon

With the ritual commencing with magic floating around the inscribed ritual circle and the gathered magic crystals being consumed as the final blood has been spilled the Necromancer's Hand is ready to become its true form. The energy was building and the ground began to rumble from inside with this never having been done before as long as the Necromancers Hand knew. The Hand was able to sense the bodies around it to materialize into the air and start to flow towards its open bone that was jetting out of its upper wrist. As the bodies flesh and blood floating above the hand the power underneath the circle become so much it started to rattle the whole mausoleum.

As the bodies in the mausoleum rattled and the flesh gathered around the Necromancers Hand a few sections of the circle started to splatter outside its perimeter as the ground underneath shifted from the energy. This instead caused the flesh around the Hand to be engulfed inside the mass of flesh and blood. The bracer being fully consumed ignited the mass to grow beyond its limits and start to form arms and hands of its own distortion. They flowed in a multitude of directions as the palms on each started to glow a fiery red and just like that the ritual ended as the planet grew still.

As all got quite the red circles on each palms of the monstrosity started to open and the Necromancer's Hand now become a mass of flesh, arms and hands with eyes. It was now known as the Hands of the Damned.

With the ritual being a failure whenever the Hands of the Damned would cast a spell from itself it would direct it out of different eyes. They would always go as direct and sometimes even more then intended. As the Hands would cast a spell its Auromancer has no idea if they will target more than intended or even if they too will become a target. For having developed an enhancement of spells it comes at the cost of never truly knowing what or who may be a target of such gained skills. The Hands of the Damned do however allow its Auromancer to be able to cast two unique spells without needing to be its Key Card for 24 hours due to it having grown and changed forms at least twice in its lifetime.

Failed Ritual Table

Roll Range Result Effect
1-2 Catastrophic Calamity The Hands target themselves and their Auromancer in addition to their target/s.
3-9 Misreading Components The Hands of the Damned targets themselves in addition to their target/s
10-14 Partial Success The Hands of the Damned can target an additional target they can see within the spells range when they cast a spell that targets atleast one creature.
15 - 18 Close to Perfection The Hands of the Damned can target 2 additional targets
19-20 Perfected Ritual The Hands of the Damned can target every target they can see within the spells range of their choice twice without consuming an additional slot

Hornacles

Large Beast, Lawful Good


  • Armor Class 15
  • Hit Points 80
  • Speed 60ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 6 (-2) 14 (+2) 8 (-1)

  • Saving Throws STR +5
  • Skills Athletics +4
  • Damage Resistances Psychic
  • Senses passive Perception 14
  • Languages ---
  • Challenge 3 (700XP)

Key Card Ability: Tracking of the Forest After being your key card for 24 hours it gives the Auromancer advantage on survival checks to be able to follow tracks of previous creatures and people that have traveled through the area in the past week.

Honed Magic Any attack Hornacles makes with its antlers are considered to be magical.

Actions

Multiattack. Hornacles makes 2 Bite attacks.

Bite. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 1d8+2 piercing.

Antler Strike Melee Weapon Attack: +5 to hit, 10ft, one target. Hit: 2d8+6 magical piercing or magical slashing Hornacles choice.

Hornacles

The Almighty Antler Auromon

As the smaller male deer aged and grew in the woods it was always picked on by the other male deer of its herd for its short size and barely noticeable horns. This picking continued until one day the little male deer ran off crying away from its herd. While it was running away it noticed a faint astral light shine off in the distance of the woods. He went towards it looking for some comfort as his own herd was always against him.

As he ran into the astral colored light it shined all over him and lifted the deer in the air. He heard a voice sing to him as the voice from the gods blessed the deer as he rose into the air and glowed a bright pink color. He felt his head start to get heavy and his body grow in size. This blessing allowed the little deer to have its horns grow in power and extend in a multitude of directions. In addition its body grew to the size of some of the ancient deer his herdmates would speak of when discussing legends. His newfound antlers beamed a bright radiant color and were weightless upon its head. These horns allowed the little deer the ability of magical damage when attacking and defending itself. It also gave it a slight protection from any sort of psychic damage that could harm it due to the gods wanting to protect him from others picking on him.

This blessing let the deer sense those that have entered the area around it and as such is able to follow tracks made by them in the time of up to a week previous. The deer is able to trust its Auromancer after being with it for 24 hours and as such can inform the Auromancer of where tracks lead to.

*Drawn from Jacob Blackmon

Aya Guardian of the Sky

The Skies Protector Auromon

One day as an Eagle falconer was out practicing with her pet eagle named Aya on a mountain they came across a trail of eagle feathers. As they followed it they came into a hole dug out into an abandoned cliff side. With the feathers leading into the hole the Eagle Falconer mentioned to Aya that a snake must of taken some local birds back to its home. As Aya flew down to investigate it she heard a small chirp of bird inside. As she went inside against her owners warning she saw an injured little bird that couldn't leave. Aya's owner begged for her to come out but she didn't leave the little bird behind. She did her best to ignore what her owner was warning her of as she started to try to drag the baby out.

With all of her might she started to drag out the baby bird as her owner yelled in pain. She knew something must of happened and with her all of her reaming strength she was able to pull the baby out only to find her female owner was on the ground having a tough time breathing. She stared in awe as her owner had bite marks on her neck and was lacking color in her face. She quickly instructed the injured bird to fly up in the air the best it could to get off the low ground. Aya gazed up into the sky to see the baby bird just able to make it up on a low hanging branch. The sun was now setting as her owner asked if Aya could stay with her? To which Aya nodded yes. Her owner explained weakly they were so far from town that help wouldn't make it in time if Aya was to leave her.

As her owner laid there with Aya by side she was telling her trusted eagle weakly how great of a bird she was to her and to never give up trying to save others. As her owner took her last breathe Aya started to cry. Her tears were interrupted by a few hissing sounds from inside her owners clothes. She saw three snakes come out of her glove her owner was wearing. They were heading now towards the injured baby bird on the low hanging branch. In fear she flew up in the air and was struck by the light of the astral night sky that shined down on her owner.


Aya Guardian of Sky

Medium humanoid beast, Lawful Good


  • Armor Class 15
  • Hit Points 65
  • Speed 30ft., fly 60ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 14 (+2) 8 (-1)

  • Saving Throws STR +3.
  • Skills Animal Handeling +5, Athletics +3, Intimidation +3, Perception +6
  • Damage Vulnerabilities lightning
  • Damage Resistances ranged weapon attacks that aren't silvered
  • Condition Immunities fear, frightened, paralyzed, stunned
  • Senses passive Perception 15
  • Languages Common and Auran
  • Challenge 3 (700XP)

Key Card Ability: Bird Protector After being your Auromon for 24 hours you are able to understand how feathered creatures speak and can communicate with them.

Beast Hunt When Aya Guardian of the Sky makes an attack against a beast the damage is always treated as a critical hit.

Keen Sight. Aya Guardian of the Sky has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Aya Guardian of the Sky makes 2 Taloned bracer attacks.

Taloned Bracer. Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 1d8+2 slashing.

Sword of Wind and Sky Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 2d8+2 lightning damage and pushes the target 5ft away from her. If target's area it would move to has another object or person in it the target is not moved. If the target can't or another object prevents it from moving it becomes stunned unit Aya's next turn. Can only stun a target once a combat.


As the astral light touched her wings she started to grow and posses traits of a human. This new form while human in design allowed her to speak Auran the language from the elemental plain of air and common as her owner once had. She now was holding a Sword that shimmered in the night sky. As she looked at the snakes that took her owners life she raised her new sword up in the air and was able to strike them before they could harm anyone else. She walked over towards the baby bird and in her hands she brought it down the mountain to her owners previous place to help care for it


Viru the Psionic Frog

Tiny Beast, Chaotic Good


  • Armor Class 12
  • Hit Points 50
  • Speed 30ft., swim 30.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 11 (+1) 14 (+2) 10 (+0) 8 (-1)

  • Saving Throws INT +2
  • Skills Acrobatic +4, Insight +4
  • Damage Vulnerabilities Acid
  • Damage Immunities Psychic
  • Condition Immunities charmed, frightened, grappled
  • Senses tremorsense 10ft., passive Perception 15
  • Languages speaks in language spoken to it telepathically
  • Challenge 3 (700XP)

Key Card Ability: Psyonic Leap After your Auromon for 24 hours this allows the Auromancer when holding Viru to have him pick them and one other person up in the air atleast 10 feet up and can travel up to 100ft in any direction in the air and then land safely once per short rest.

Spell Casting. Viru the Psionic Frog's innate spellcasting ability is Intelligence (Spell save DC 12, +4 to hit with spell attacks). can cast the following spells

At will: Message, Viscious Mockery

1/day Counter Spell, Sleep, Phantasmal Force

Actions

Multiattack. Viru the Psionic Frog makes 2 Leg attacks

Leg Melee Weapon Attack: +5 to hit, 5ft, one target. Hit: 1d8 bludgeoning.

Virustrike Viru targets one creature it can see within 30 feet of it. If the target can see Viru it must make a DC 12 Intelligence saving throw if it fails it takes 1d4 of psychic damage for every point of Intelligence it has below 14. If it succeeds it takes half damage.

Viru the Psionic Frog

The Psychic Frog Auromon

Viru grew up just like any other frog in the local lake of the royal kingdom. He noticed as his other frogs were leaving the lake more and more by the day due to them not liking what the courts wizard was doing with his magic residue from his spells he wanted to investigate what was going on. As he was hopping out he followed the court wizard to his lab. Once he entered the lab he noticed all of the chemicals around and spilled all over the floors. He was doing his best to avoid them but every once in awhile a drop of acid would spill down from a counter and burn his skin.

As he jumped up onto the book case a couple of books fell which caused Viru to loose his footing and he fell right into a batch of chemicals the wizard was cooking. He tried to swim out of it as he began to choke on the chemicals. As he was now sinking to the bottom he remember his other frogs he grew up with and was sad he couldn't put a stop to the chemicals that were polluting his home. A faint astral light coated his eyes as he sank to the bottom of the beaker. As the wizard turned around he witnessed something that caused his mouth to drop open.

The little frog known as Viru was now slowly rising up out of the chemical filled water. His small feelers on his head grew in size and he developed a small sail structure that came out of his back. The wizard exclaimed that he had never seen something like this before but alas he must destroy it for if the king found out he'd be executed for doing experiments on the side instead of his job. As he was weaving his hands together he said he was sorry but he had to kill the little frog. As he started to swell with fire in his hands Viru's eyes flashed and the fire immediately subsided. Viru went into the mind of the wizard and in a booming voice uttered to not harm any of the creatures in the lake again and to end his wasteful magic. The wizard quivered and ran out of the lab after hearing Viru's booming telepathic voice inside his head. When Viru returned to the lake he was praised for his valent deeds and was deemed a hero amongst the frogs of his lake.

After being your Key Card for 24 hours Viru will allow its Auromancer and one friend to be lifteed and carried in the air by Viru controlling them with its mind

*Drawn from Kaarl

Ingvar Lord of the Fire Beetles

The Beetle Lord Auromon

Resting in the bowels of the largest volcano in the land, Ingvar is the one whom all other fire beetles answer to. At one point in time he too was but a lowly Fire Beetle, but he gained his royal status by force, using his incredible strength to demolish anyone who dare oppose him. Through this, he gained not just the fear, but the respect of his fellow Fire Beetles, and is now seen as the rightful ruler of the clan.

Ingvar’s soldiers are devoted to him, carrying out his whim without a second thought. Through their Beetle Servitude they are ready to lay down their lives to their Lord. The strongest soldiers are so sworn to Ingvar that they follow him around as personal bodyguards, taking out anyone who dare attempt to slaughter their king. But don’t be fooled, this does not make Ingvar weak, his strength is more than double that of even the most giant of Fire Beetles.


Ingvar Lord of the Fire Beetles

Large Beast, Chaotic Evil


  • Armor Class 16 (natural armor)
  • Hit Points 75
  • Speed 40ft., burrow 30ft

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2) 8 (-1) 8 (-1)

  • Skills Athletics +4
  • Damage Vulnerabilities cold
  • Damage Resistances bludgeoning, piercing and slashing from non magical attacks
  • Senses blindsight 30ft., passive Perception 14
  • Languages Common and Undercommon
  • Challenge 3 (700XP)

Key Card Ability: Ingvar's Army After your Auromon for 24 hours each dawn after Ingvar produces a Giant Fire Beetle Card for it's Auromancer to keep.

Lord of the Fire Beetles You can have as many copies of Giant Fire Beetle or Ingvar Lord of the Fire Beetles in your deck as long as Ingvar Lord of the Fire Beetles is in your deck.

Beetle Sacrifice When Ingvar starts a duel out on the field or gets summoned on the field you may send up to 5 giant fire beetle cards from your deck to the graveyard.

Actions

Multiattack. Ingvar Lord of the Fire Beetles makes 2 Pincer attacks.

Pincer By sending 1 Giant Fire Beetle to purgatory from your graveyard you may use this action Melee Weapon Attack: +6 to hit, 5ft, one target. Hit: 3d8+3 piercing.

Beetle Servitude You must discard 2 Fire Beetles from your hand to the graveyard but when you do Ingvar gains +1 Ac until the following turn.

Fire Eruption By sending 3 Giant Fire Beetle cards from your graveyard to purgatory you can use this action. Ingvar exhales Fire in a 30ft line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw taking 4d6 fire damage and being ignited on a fail or half as much damage on a successful save. Enemies have to use an action to douse the flames stopping the flames. If an enemy ends their turn ignited they take 1d6 fire damage.



Draxxus Demon Goat of Slaughter

Medium fiend (Demon) Beast, Chaotic Evil


  • Armor Class 13
  • Hit Points 66
  • Speed 40ft

STR DEX CON INT WIS CHA
15 (+3) 10 (+0) 11 (+1) 10 (+0) 11 (+0) 8 (-1)

  • Damage Immunities Fire
  • Senses darkvision 120ft., passive Perception 13
  • Languages Languages
  • Challenge 3 (700xp)

Key Card Ability: Humanoid Hatred After your Auromon for 24 hours when Draxxus get's summoned in a battle he enters with 1 Slaughter Box token in your Spell or Token Zone.

Humanoid Sacrifise As a bonus action on each of your turns you can discard a humanoid card to the graveyard to summon one Slaughter Box Token in your Spell or Token Zone. If you discard a creature with Cultist in its name you can summon 2 tokens instead. When your spell or token zone gets filled with these tokens then Draxxus awakens and will remain awakened until they all are removed.

Awakened While there is atleast 1 Slaughter Box on the field Draxxus can use its Awakened Actions and any damage dealt to a humanoid is considered a critical hit. When Draxxus leaves the field every Slaughter Box is destroyed.

Actions

Ram Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 + 2 bludgeoning damage.

Awakened Actions

Demonic Sight- Draxxus spends an action seeing every creature and/or player in its range that’s a humanoid and locks sights on their spirit. When a humanoid takes damage from Draxxus it deals the same amount to all other humanoids Draxxus identified.

Horns of Wraith- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d5 + 2 slashing damage plus 1d6 fire damage.

Inferno Eye Beam Draxxus shoots fire in a 30 foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 2d8 fire damage on a failed save, or half as much damage on a successful one. Can only be used one time during each Awakening.


*Drawn from XXXX

Draxxus Demon Goat of Slaughter

The Sacrifical Lamb Auromon

“Rise Draxxus, and praise be!” proclaimed a group of cultists one fateful night. During a ritual held in a dark forest, Draxxus entered into the body of the goat which had just been prepared and slaughtered by his loyal followers. After rising from the fiery pits of Avernus, Draxxus returned the favor by slaughtering the cultists, as he came to grips with using his powers in this new form. And thus, the Demon Goat was born.

Now Draxxus wanders the earth, using his powers to torment all those he comes in contact with. His name has come to send fear down the spines of all those in the land, so much so that in some areas it’s even considered a crime to say it. His firey eyes and cursed horns are such horrible sights, that it’s driven some men mad just by looking at him. Or, perhaps madness is just another power which Draxxus possesses.

*Drawn from XXX

Hawk Bandit

The Avian Thief Auromon

Flight, speed, and stealth. These are the things which make the hawk bandits a feared name throughout the land. Their clan trains their young from birth in the ancient avian art of thievery, which involves flying high over their target, swooping down with great speed, grabbing what they need and escaping, most of the time before their victims even fully understand what’s going on.

However, don’t let their tendency for hasty escapes fool you, as they are also an incredibly fearsome foe when it comes to combat. Not only is a single hawk strong enough to lift a fully grown bull into the air with its wings, but it’s razor sharp talons can slash through a knights armor with a single strike. This combined with their high speed can make them a deadly foe. Luckily, they generally will only get violent when they believe there’s no other choice, so if you see a hawk diving towards your caravan, it’s best to just accept the losses and escape with your life.


Hawk Bandit

Medium Humanoid Beast, Lawful Good


  • Armor Class 14 (Leather Armor)
  • Hit Points 70
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 14 (+2) 8 (-1)

  • Skills +3 Perception, Athletics +5
  • Damage Vulnerabilities lightning and frost
  • Senses passive Perception 15
  • Languages Common and Auran
  • Challenge 3 (700XP)

Key Card Ability: Hawk Sight After your Auromon for 24 hours you get a +3 to your Passive Perception as your eyes start to mimic that of a Hawks.

Close Talon Expert When successfully grappling an enemy Hawk soldier gets to do a bonus Talon attack

Keen Sight. Hawk Soldier has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. Hawk Soldier makes 2 Talon Attacks

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 +3 piercing damage.

Avian Heights. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape strength DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Hawk Soldier then may spend the rest of its movement flying straight up with the target its grappling as long as it is not two sizes larger than it

Avian Pile Driver. While up in the air with a target grappled Hawk Soldier may flip them around so their head face the ground. Hawk Soldier will fly straight down until the grappled target hits the ground. This deals a d6 of bludgeoningdamage for every 10 ft beyond the first of distance the creature falls until it hits the ground.



Vome, Stitched Creation

Medium Construct Monstrosity, Lawful Evil


  • Armor Class 14
  • Hit Points 63
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws Str +5, Con +4, Wis +2
  • Skills Intimidation +3,
  • Damage Vulnerabilities Radiant
  • Damage Resistances Necrotic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
  • Condition Immunities Charmed, Poisoned
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Common
  • Challenge 3 (700XP)

Key Card Ability: Partial Madness After your Auromon for 24 hours Vome is able to use his Maddening Claw Action as a Bonus Action in battle

Telepathic Bond. While Vome Stiched Creation is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.

Restiching When Vome's Hit Points reaches 30 or less at the end of your turn roll a d6 he regains hit points equal to the die rolled.

Actions

Multiattack. Vome, Stitched Creation makes 2 Claw attacks a Turn or one Mddening Claw

Claw Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 2d8 slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute.

Maddening Claw Melee Weapon Attack: +3 to hit, reach 5ft., one creature. Hit 1d8 of necrotic damage and target must succeed on a DC 13 Constitution saving throw or afflicted with Vome's Venom.

Tail Lash Melee Weapon Attack: +3 to hit, reach 5ft., one creature. Hit 1d8 of necrotic damage


*Drawn from Kaarl

Vome, Stitched Creation

The descent into Madness Auromon

Vome's Venom Any creature afflicted with Vome's Venom will be sent to the graveyard in combat or be knocked unconscious in the wild in 5 turns after being afflicted once by Vome's Venom. In battle the destroyed auromon's owner must release out a new creatture to replace it. If they can not release a new creature the Auromancer loses the battle.

*Drawn from Kaarl

Vome The Butcher

The Overwhelming Chaos Auromon

Vome's Venom Any creature afflicted with Vome's Venom will be sent to the graveyard in combat or be knocked unconscious in the wild in 5 turns after being afflicted once by Vome's Venom. In battle the destroyed auromon's owner must release out a new creatture to replace it. If they can not release a new creature the Auromancer loses the battle.


Vome The Butcher

Large Monstrasity Construct, Chaotic Evil


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Key Card Ability: Partial Madness After your Auromon for 24 hours Vome is able to activate his Hellbent Claw attack as a free action.

Actions

Multiattack. Hawk Soldier makes 2 Talon Attacks a Turn or one Avian Heights

Talon. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6 +3 piercing damage.

Avian Heights. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is grappled (escape strength DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws. Hawk Soldier then may spend the rest of its movement flying straight up with the target its grappling as long as it is not two sizes larger than it

Avian Pile Driver. While up in the air with a target grappled Hawk Soldier may flip them around so their head face the ground. Hawk Soldier will fly straight down until the grappled target hits the ground. This deals a d6 of damage for every 10 ft beyond the first of distance the creature falls until it hits the ground.



Flaming Jokester

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn by Trent Troop on Octavirate Entertainment

Flaming Jokster

The Hot Comedian Auromon

*Drawn from Jacob Blackmoon

Jackal Warrior

The Desert Ruler Auromon


Jackal Warrior

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Arts

Babadooka Demon Grandmother

The Elder Demon Auromon


Babadooka Demon Grandmother

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Barbed Lizard

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Kaarl

Barbed Lizard

The Plated Newt Auromon


Myconid Squire

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Iori

Myconid Squire

The Junior forest Protector Auromon

*Drawn from Kaarl

Shadow Octopus

The Blackened Tentacle Auromon


Shadow Octopus

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Aromored Owl

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Kaarl

Aromored Owl

The Beetle Lord Auromon

*Drawn by Arts

Baracruda

The Hungry Fish Auromon


Baracruda

Large Beast/Monstrosity, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn by Iori

Princess Dynamouse

The Explosive Mouse Auromon


Princess Dynamouse

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Raven of Fortune

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn by Alexandra Farkas of Cobalt Stock Creations

Raven of Fortune

The Lucky Raven Auromon

*Drawn by Purple Duck Games

Scorpus

The Desert Tomb Protector Auromon


Scorpus

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Aqua-estria

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn by Arts

Aqua-estrian

The Beetle Lord Auromon

*Drawn from Kaarl

Horned Beetle of Flame

The Beetle Lord Auromon


Ingvar Lord of the Fire Beetles

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Ingvar Lord of the Fire Beetles

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Kaarl

Horned Beetle of Flame

The Beetle Lord Auromon

*Drawn from Kaarl

Horned Beetle of Flame

The Beetle Lord Auromon


Ingvar Lord of the Fire Beetles

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Kaarl

Horned Beetle of Flame

The Beetle Lord Auromon


Ingvar Lord of the Fire Beetles

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description



Ingvar Lord of the Fire Beetles

Size, Alignment


  • Armor Class AC
  • Hit Points Hitpoints
  • Speed Speed

STR DEX CON INT WIS CHA
Str (Mod) Dex (Mod) Con (Mod) Int (Mod) Wis (Mod) Cha (Mod)

  • Saving Throws saving_throws
  • Skills skills
  • Damage Vulnerabilities damage_vulnerabilities
  • Damage Resistances Resistances
  • Damage Immunities Damage_Immunities
  • Condition Immunities condition_Immunities
  • Senses Senses
  • Languages Languages
  • Challenge Challenge and Xp

Actions

Multiattack. The Creature Name makes Number and type of attacks

Ability Description. Attack Style: Attack Bonus to hit, Reach/Range, one target. Hit: Damage Damage Type damage

General Ability Description. General Attack Description


*Drawn from Kaarl

Horned Beetle of Flame

The Beetle Lord Auromon

Auromon Log For Cards In Binder

CR Auromon Name Highest Level Card Number of Copies
0 Awakened Shrub _____ _____
0 Thornmonger _____
0 Baboon _____ _____
0 Biomorphed Baboon _____
0 Badger _____ _____
0 Badgerang _____ _____
0 Bat _____ _____
0 Batsy of Darkness _____ _____
0 Cat _____ _____
0 Angelic Kitten _____ _____
0 Commoner _____ _____
0 Town Mob _____ _____
0 Crab _____ _____
0 Seamore The Shell Collector _____ _____
0 Crawling Claw _____ _____
0 Claw of the Necro Mage _____ _____
0 Hands of the Demised _____ _____
0 Deer _____ _____
0 Hornacles _____ _____
0 Eagle _____ _____
0 Aya Guardian of the Sky _____ _____
0 Frog _____ _____
0 Viru the Psionic Frog _____ _____
0 Giant Fire Beetle _____ _____
0 Pyroinsect _____ _____
0 Goat _____ _____
0 Draxxus Demon Risen Goat _____ _____
0 Hawk _____ _____
0 Hawk Evolution _____ _____
0 Homunculus _____ _____
0 Cretent _____ _____
0 Hyena _____ _____
0 Laughster _____ _____
CR Auromon Name Highest Level Card Number of Copies
0 Jackal _____ _____
0 Guard Dog of the Sand _____ _____
0 Lemure _____ _____
0 Lesser Demon _____ _____
0 Lizard _____ _____
0 Ele-zard _____ _____
0 Myconid Sprout _____ _____
0 Myconid Squire _____ _____
0 Octopus _____ _____
0 Octavia _____ _____
0 Owl _____ _____
0 Book Keeper _____ _____
0 Quipper _____ _____
0 Baracruda _____ _____
0 Rat _____ _____
0 Princess Dynamouse _____ _____
0 Raven _____ _____
0 Skull Crow _____ _____
0 Scorpion _____ _____
0 Warrior of Kahruu _____ _____
0 Shark Egg _____ _____
0 Leopard Shark _____ _____
0 Hammer Head Shark _____ _____
0 Thresher _____ _____
0 Porbeagle Shark _____ _____
0 Sea Horse _____ _____
0 Aqua-estrian _____ _____
0 Shrieker _____ _____
0 Leaf Howler _____ _____
0 Spider _____ _____
0 Bladed Spider _____ _____
CR Auromon Name Highest Level Card Number of Copies
0 Vulture _____ _____
0 Morticiair _____ _____
0 Weasel _____ _____
0 Wea-sel the Gambler _____ _____
0 Don Weaslini _____ _____

FAQ

Many Questions may come up in your campaign. A few common ones can be seen here.

  • Are players allowed to fight each other for XP?

Usually the Auromon you travel with will learn and befriend your other party members so they will not gain XP. Ultimately it is up to DM discretion.

  • How should trades be handled?

This can be a rarity for rarity or a player could buy it from a another player or NPC depending how valuable it is to the player who would sell it.

  • Does Detect Magic detect Auromon as well?

Yes It does! If a Power Class member uses Detect Magic they can detect Auromon in the area of the spell but will not know what they are or their school.

  • How does Conjure Barrage work with no weapons?

This should be of your Auromon releasing a multitude of attacks instead of you throwing a weapon. Auromancers rarely have weapons.

  • How does Counter Spell Work?

It works to stop an Auromancer or Auromon from casting a spell but does not stop the summoning of an Auromon onto the field

  • How does Antimagic Field Work against Auromon?

It has no effect on Auromon being summoned but rather just protects from magic they or another Auromancer can cast on the target in the antimagic field.

  • Can Water breathing Auromon breathe on land?

In this world the Auro flows through all things so as thus since they are not in their optimal water environment they get disadvantage to attack rolls to hit while on land.

 

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