Knap. With a target grappled, Watsua can choose to '"knap" it's target, where the target is stuck within Watsua's cloth. Every turn the target takes must attempt to be a STR saving throw (DC 16) to attempt to break free. Every round the target is trapped it takes 2d6 pyshic damage.
Whirlpool. Watsua spins rapidly. All living creatures are pulled towards it. Creatures must succeed on a CON saving throw (DC 16) or be pulled in. Roll 2d20 for each creature that is pulled in, and once Watusa's turn is over, that creature will be flung that many feet away. Creatures that are flung take 3d12 force damage.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 7 ft., 1 target. Hit: 9 (1d12 + 3) bludgeoning damage.
Ice Torpedoes. RangedWeapon Attack: +2 to hit, range 10/90 ft., 1 target. Hit: 13 (2d10 + 3) cold/piercing damage.
Dodge.
Legendary Action. (can only be used twice.) Creature can take extra action between the actions of anyone in initiative order.
N/A
Description
A large cloth with goofy eyes sewn on the front. takes the shape of a mushroom. Inside is a water-like beast, with its long arms sticking out the bottom. leavitates.
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.
Comments