Huge Beast, Neutral
Armor Class 27 feathers
Hit Points 46 (9d4 + 9)
Speed 90 ft., Walk 150 ft.
STR
30 (+10)
DEX
9 (-1)
CON
8 (-1)
INT
4 (-3)
WIS
6 (-2)
CHA
7 (-2)
Saving Throws STR +13
Damage Resistances All
Condition Immunities Charmed, Frightened, Petrified, Poisoned, Restrained
Senses Passive Perception 3
Languages waddloopumononiumish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

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.

Reactions

 Enraged  
If waddloopumononium cannot kill you in more than 5 turns, its strength increases by 2d4, and its dexterity goes down by 2d4.

Legendary Actions

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.

Habitat: Mountain

Pidaloof

Comments

Posts Quoted:
Reply
Clear All Quotes