Diremon Volume 2 Compressed
Diremon Volume 2 Compressed
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Job Board..........2
Dire Blaziken..........3
Dire Farfetch'd..........4
Dire Giratina..........5
Dire Greninja..........11
Dire Lotad..........12
Dire Sableye..........13
Dire Snorlax..........14
Dire Typlosion..........15
Dire Tyranitar..........16
Dire Wobbuffet..........17
Shiny Dire Jigglypuff..........18
Shiny Dire Sableye..........19
Strange plants have begun taking root in the fields. Anyone that touches them is overwhelmed
with fury. Need help tracking down the source of these villainous veggies.
(A Dire Farfetched has been planting its diabolical leeks into multiple gardens. A few animals have
eaten them and become protective of the areas, even against their owners.)
Deadly shadow continues attacking the great army’s supply lines. Adventurers needs to help trap
the fiend.
(A Dire Greninja is attempting to stop the smuggling of dangerous demonic artifacts by the local army.
The party can defend the convoys against the creature or help root out the source of the corruption.)
My Dire Lotad has gone missing! Please help me track them down!
(A local gang has taken the Dire Lotad to express their superiority over another gang. The creature is not
build for direct combat though and the gang wants to return it but can’t figure out a way to do it without
making things worse for themselves.)
Dark fiend has halted the Mount Moon mining operations. Need adventurers to seek out and stop
the threat.
(A Dire Sableye has taken residence deep into a mining cave and is killing any miners. It has made its
home in a hard to reach cove that is brimming with luminescent crystals.)
Need help moving a gigantic sleeping beast blocking trade routes. Do not eat for 12 hours before
assisting. Beast wakes if it detects food and will eat anything edible nearby, including my last few
assistants.
(A Dire Snorlax rests in the path of a regular trade road. If left undisturbed, it does not harm travelers or
caravans but if it smells any food, it wakes and consumes anything in its path before returning to the
road to sleep.)
Sandstorm seen on the horizon, drawing nearer each day. Need help escorting researchers to
origin.
(A Dire Tyranitar is slowly approaching the city, destroying everything in its path. I can be stopped or
turned away, but a small team of NPCs must be led to the sandstorm surrounding it to discover exactly
what’s going on. If it makes it to the city, it will destroy nearly everything there.)
A creature has taken residence in our temple and is attempting to kill new recruits. Adventurers
willing to help must be of calm mind and body.
(A Dire Wobbuffet found its way into a religious temple, appreciating the tranquility within. Several of
the long term acolytes and high level priests can live around the beast with no problem but many new
converts do not have such discipline over their mind and are killed as soon as they enter the doors.)
Dire Blaziken
Rough Rooster
Dire Giratina does not often leave its home, On initiative count 20 (losing initiative ties), the
but when it does, it looks for places of Dire Giratina takes a lair action to cause one of
primordial age within a world. It enjoys places the following effects; the Dire Giratina can’t
that are ancient beyond understanding and use the same effect 2 rounds in a row:
prefers locations that have remain untouched • A portal opens near a creature the Dire
by the living for eons. These could be Giratina can see within 120 feet of it.
millennia old keeps, volcanic caves, or even an The target must succeed on a
undisturbed asteroid. The age of these places Dexterity saving throw (DC 22) or be
gives Dire Giratina comfort as it seeks transported to a harmless demiplane.
something that may be more ancient than it. The portal then closes, trapping the
When the Dire Giratina finds a suitable target inside. The creature can repeat
location, it will begin to warp the area to the saving throw at the beginning of
reflect its home. Its presence is enough to cast its turn, using half its movement
long reaching shadows through the walls of speed to wriggle through the weak
its domain, reaching outwards to the areas portal seam on a success. The target is
around it. After a short time, its new home is automatically ejected if the Dire
pulsing with enough distortion energy to begin Giratina uses another lair action or
opening portals to other realities. It uses the after 1 minute. The portal can only be
intentional portals merely to observe other reopened by the Dire Giratina or by the
timelines and planes; the portals accidently creature inside forcing through.
created in the surrounding lands often bring in • The Dire Giratina quickly crafts a weak,
unwanted creations from other places, allied shadow creature. The shadow
causing widespread chaos. While resting and can be any creature of CR 1 or less. It is
observing, it begins toying with the act of telepathically linked to the will of the
creating life again, always testing to see what Dire Giratina, has only 1 HP, can use
things it can construct that may survive the any ability it knows (including spells),
Omega Distortion. is immune to necrotic damage, and
Creatures entering a Dire Giratina’s lair vanishes if it moves more than 300
must do so under the guard of powerful feet away from the Dire Giratina. There
protective magic, as the very air could rip can be a maximum of 5 weak shadow
them apart. The magic required is not creatures active at any given time.
consistent across all realities so determining • Each creature of the Dire Giratina’s
how exactly to guard against it is the first half choice that is within 120 feet and
of trying to kill a Dire Giratina. aware of it must succeed on a Wisdom
saving throw (DC 21) or become
frightened of it for 1 minute. A creature
Altered Form: While not inside its lair, inside can repeat the saving throw at the end
the Omega Distortion, or attuned to the of each of its turns, ending the effect
Gresious Orb, the Dire Giratina enters its on itself on a success. If a creature’s
Altered form. In this form its fly speed is
saving throw is successful or if the
reduced to 30 and it gains a walking speed effect ends for it, the creature is
of 30. It also cannot use legendary actions immune to this lair action for the next
and the range of its Ominous Wind ability is day.
reduced to 10 feet.
Regional Effects creature and they are lost, though the
shadow remains. This effect cannot be
prevented by any known magical
The region oppressed by a Dire Giratina’s lair is means and strikes targets equally and
warped by the Dire Giratina’s distortion at random.
energy. This creates one or more of the • Portals of random size begin
following effects. appearing within 1 mile of the lair,
dropping objects as small as insects or
• Local creatures and plant life within 1 as large as capital buildings onto the
mile of the lair are occasionally world. The portals open to random
replaced by shadow versions of timelines, realities, and planes of
themselves. Destroying these shadows existence. They are only open for a
within 24 hours of the replacement few seconds at most. Within a month,
releases the initial being from the these portals create a labyrinth of the
shadow, much like a bird from a egg. If unexpected that creatures must
more than 24 hours pass, the traverse to approach the lair.
distortion energy consumes the
• Small bubbles of antimatter begin to Shadow Worshipers. Though the temple
appear within 1 mile of the lair. They has been abandoned for eons, Dire Giratina’s
are contained but incredibly fragile, presence has pulled on time, causing shadows
being broken sometimes by a stiff of past worshipers to perform their services
wind. Upon being ruptured they cause again. Several shadows all stand listening to a
a terrible condensed explosion in a 10- silent sermon from another shadow at the far
foot-radius sphere, centered on the end of the area. They will act confused if
broken bubble. Creatures caught by interacted with, cannot speak, and disappear if
the explosion must make a Dexterity hit.
saving throw (DC 20), taking 3d6
radiant and 3d6 necrotic damage on a 2 - Priest’s Chamber
failed save, or half as much on a
successful one. Creatures must have
truesight to be able to see the bubbles. A small chamber with a large slab in one
corner. The darkness in this room feels
Once the Dire Giratina is killed, it vanishes back “normal” and the air feels almost warm.
to the Omega Distortion but the objects it
destroyed, transported to another plane, or Treasure. A small sun-shaped pendant can
transported in from other realities, remain. be found near the slab. It radiates a gentle
warmth and light cast by a creature wearing it
doubles in range. The source of light must be
The Anti-Chamber coming from or held by the creature wearing
the pendant.
The entirety of Dire Giratina’s Lair is coated in
a tick, tangible darkness. Light is only
cast at half its normal range and
creatures without truesight are blind
beyond the light’s range, even
with blindsight.
1 - Temple Entrance
Anti-Gresious Orb
Wondrous Item, rare (requires attunement)
This is an aberration of the Omega Distortion,
a crystalized orb of rebellious living energy.
Creatures attuned to this item can use a bonus
action to expend 1 hit dice, adding the dice as
temporary hit points. The temporary hit points
last for one minute.
Dire Greninja
Ripples in Shadow
Dire Greninja have grown beyond the childish antics of their
brethren. By unlocking ancient wisdoms, undergoing
forgotten training, and pressing their whole being past its
limits multiple times, they are able to become an
unstoppable shadow. They can manipulate water,
refinishing it into pressurized weapons that chew through
armor or to create their own armor from it and, despite
being made from liquid, their creations are as strong as
equipment from the legends of old. They have mastered
many ancient arts of stealth, mixing in their unique abilities
in order to become akin to myth. Many times, the target of a
Dire Greninja dies before they even knew they were in
danger.
Bitter Solitude. Dire Greninja often outgrow any masters
they may serve under, their prowess and drive making it
incredibly difficult for them to develop true friendships.
Unless a creature can rival them in skill or has something to
teach them, the Dire Greninja will not bother creating a
bond. This is not out of malice but out of protection. The
Dire Greninja’s life leads it into peril and creates many
powerful enemies. Friends of Dire Greninja find themselves
in constant peril, from abductions to revenge victims.
Rather than expose the general population to the dangers of
the shadow worlds around them, the Dire Greninja dedicates
itself to serving as a faceless balance to the light and
shadow.
Dire Lotad
Beast of Burden
A small mutation caused the leaf on its back to grow
tremendously, but rather than go into the waters to
ease its burden, the Dire Lotad resisted its own body.
This push and pull of growth forced the entire creature
to rapidly change, turning it into an immense beast. The
leaf is still the dominant life force and influences
everything the Dire Lotad does. It will often seek out
swampy areas, planting itself in a single spot and
absorbing nutrients through its feet. The leaf has
grown razor sharp barbs and is rich in nutrients,
attracting small creatures to feed on it. These creatures
serve as food for the Dire Lotad’s body and it will guard
the leaf mercilessly if any larger creatures attempt to
sample it.
Load-tad. Dire Lotad are mostly docile beasts, only
feeding on small creatures and attacking to defend
themselves. Some trainers are able to calm the Dire
Lotad’s defenses, allowing creatures to ride on its leaf
without enraging the plant. The Dire Lotad is
surprisingly fast and can travel both land and water at
around the same clip. Though rare, a Dire Lotad ferry is
a valuable commodity, sometimes carrying enough
cargo or passengers to warrant a heist.
Art by @LluisAbadias | Stats/Lore by @Snickelsox
Pokemon is owned by The Pokemon Company
Patreon.com/LaserLluis | Patreon.com/Snickelsox
#DireEmAll no. 16
Dire Sableye
Darkend Souls
Crawling through the darkest tunnels, reaching unknown
places of ancient energy, the small creature stumbles upon
gems infused with the souls of long forgotten evils.
Consuming the stone fills them with impossible energy and
their bodies rapidly mutate to absorb it all. The gems
already present grow and splinter, their chest literally
bursting and the ruby therein shattering. If it survives this
process, it will rise, picking up its ruined gemstone shield,
turning the split halves into soul-stealing swords. Its
expanded crystals now hunger for more energy and it goes
in search of life energy great enough to sate this craving.
Shadows Die. Though this influx of energy forced an
evolutionary change in them, it has also cursed them with a
short life. If they cannot recharge the gemstones in their
body with the life energy of other beings, they will begin to
fade and eventually disappear; leaving beautiful but inert
stones behind. Because of this, they are constantly hunting
for powerful jewels and powerful creatures. It can no longer
rely on digging through the ground in hopes of discovering
crystals, it must hunt. Adventurers are a favorite target for
these fiends,
usually being rich
in gems and fat
with soul energy.
Dire Snorlax have grown far beyond their kin’s humble size
and natures. Their immense bodies require immense fuel
and they do not care where they get it from. With teeth like
diamonds and stomachs capable of digesting rocks, they
tend to simply eat in a line until they reach a desert or
ocean. Forests, villages, cities, armies, dungeons, portals, the
Dire Snorlax does not care what is in its way, it will eat
anything. Once it has consumed near its own body weight, it
will abruptly fall prone and rest for up to a week.
Belly Drum. The hunger of a Dire Snorlax does not lead
it to direct malevolence. If anything attempts to stop it
though, they will send the beast into a terrible rage. It will
begin tearing down any structures nearby and killing
anything that moves. After a few hours of pounding
everything it can see into a sick paste of blood and bricks, it
will lay down in the middle of its carnage and begin
sleeping. Sometimes this is a quick nap, sometimes it can
last for months. If it awakens naturally, it will pick a new
direction and begin feeding again. If it is awoken by any
outside force, the rage begins with renewed intensity.
Magic Indigestion. Dire Snorlax avoid eating items with
intense magical auras as some of them can make the
creature feel ill. Because they do not know which items will
affect them, they avoid most all of them. This will not keep
them from destroying a magical item to get food behind it or
to weaken an attacking creature.
Dire Typhlosion
Dire Typhlosion are a spiritual anomaly, a vessel for all
their kind that has come before them. When one of
these creatures is evolving to its final stage, it may be
chosen by the spirits of its kin; they will channel their
Ancestral Blaze own power into its body, pushing it into another stage of
being. This spiritual energy overwhelms the body,
causing increased growth and each strand of hair on its
body to become filled with fie. Simply by moving, this
creature ignites those hairs, causing intense flames to
constantly coat its body.
Those Before. Dire Typhlosion are a single
consciousness but their life energy and reflexes are
bolstered by the many. The spirits empowering the Dire
Typhlosion are no smarter than it but do increase its
senses, making it very difficult to surprise or trick. On
occasion, one of these spirits will gain a more powerful
influence, causing the Dire Typhlosion to seek out old
homes and friends of the spirit.
Both Ends. Since the energy needed to sustain the
Dire Typhlosion comes from the spiritual energy around
and within it, it does not need to eat, drink water, or
sleep. However, the extreme strain on its body and soul
causes the Dire Typhlosion to die quickly, with few ever
living longer than 2 years.
Dire Wobbuffet