Gem of Strength The gem has 6 charges. They may be spent on the following abilities:
Ultra Super Mega Punch: Make an unarmed strike as an attack. It deals 2d6+Strength*charges spent (max 3) force damage and knocks the enemy back 10*charges spent feet.
Oober duber Whackadoo Jump: Jump 60 feet as a bonus action.
Second Wind Wrath heals 2d10+6
Multiattack Wrath makes two unarmed strikes, and one grapple or antler smash
Form Shift Wrath turns into a human, moose, or human/moose hybrid
Unarmed Strike Melee Weapon Attack: +9 to hit, reach 5 ft., single target. Hit: 11(13) (1d8 + 6, 1d12 if target is grappled) bludgeoning damage.
Antler Smash Melee Weapon Attack: +9 to hit, reach 5 ft., single target. Hit: 15 (1d12 + 8) bludgeoning damage, and the target must make a con save (DC 13) or be afflicted with weremoose lycanthropy
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Impatetsu general and weremoose extraordinaire, Wrath.
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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