Devilish Grin All living things in seeing range of waddloopumononium must make a DC 18 saving throw or be terrified.
waddlup: 8 to hit, reach 12 ft., 9 targets. Hit: 30 (5d6 + str) bludgeoning damage.
Stomp really hard: 13 to hit, range 13/13 ft., 4 targets. Hit: 15 (3d4 + 3) bludgeoning damage. After this attack is used, all living things may take a turn to get up.
Enraged
If waddloopumononium cannot kill you in more than 5 turns, its strength increases by 2d4, and its dexterity goes down by 2d4.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
he is mean, slean, and a green clean spean bean machine with a waddl and a bill
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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