Large unknown, Typically Lawful Good
Armor Class 15 (natural armor)
Hit Points 127 (15d10 + 45)
Speed 45 ft., Climb 30 ft.
STR
15 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
12 (+1)
Skills Acrobatics +7, Athletics +5, Persuasion +4
Damage Resistances Radiant; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Frightened
Senses Passive Perception 12
Languages Celestial
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Keen Hearing and Smell. Seasarmon has advantage on Perception checks that rely on hearing or smell.

 

Actions

Multiattack. Seasarmon makes 2 attacks with either its Tiida Iya or Sharp Claws, in any combination.

Sharp Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) [slashing] damage and 9(2d8) [radiant] damage. 

Tiida Iya. Ranged Weapon Attack: +7 to hit, range 60/120 ft., 1 target. Hit: 26 (4d10 + 4) [radiant] damage. Seasarmon leaps into the air, swiping downward, launching a barrage of arrows made of Sunlight towards his opponent.

Bonus Actions

Sekkentou. As a bonus action, Seasarmon wreathes up to 4 creatures of its choice within 80 feet in radiant flames. They are given the benefits of the 5th level spell Greater Restoration. 

Description

Seasarmon is a Holy Beast Digimon, sharing the appearance of the legendary holy beast of Okinawan Mythology, the "Siisaa." It has the power to stave off disaster, and is more than willing to wield that power against those who commit evil. It respects those with kind hearts and will try to protect its partner from calamity, even if it must sacrifice its own body.  Contrary to its heroic appearance, it usually basks leisurely in the sunlight, due to its docile personality.

DnDamian

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