| Mod | Save | ||
|---|---|---|---|
| STR | 26 | +8 | +8 |
| DEX | 10 | +0 | +0 |
| CON | 24 | +7 | +25 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +17 |
| CHA | 18 | +4 | +19 |
- Arcane Core (Recharge 5–6): The eight-pointed star embedded in Wrenbus’s chest pulses with unstable magic. When recharged, Wrenbus can unleash a burst of arcane chaos as a bonus action, forcing all creatures within 30 feet to make a DC 18 Wisdom saving throw or suffer 4d10 psychic damage and be stunned until the end of their next turn.
- Runic Overload: Each time Wrenbus takes more than 30 damage from a single source, roll a d6. On a 6, one of his runes flares violently, causing a random magical effect (DM’s choice or roll on Wild Magic Surge table).
- Titanic Frame: Wrenbus occupies a 15x15 ft. space and can grapple Huge or smaller creatures with ease. His reach is 10 ft. with melee attacks.
- Multiattack: Wrenbus makes two attacks: one with his Arcane Gauntlet and one with his Slam.
- Arcane Gauntlet: Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 24 (4d8 + 8) force damage. The target must succeed on a DC 18 Constitution saving throw or be knocked prone and silenced (unable to speak or cast verbal spells) until the end of their next turn. - Slam: Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
Hit: 20 (3d10 + 8) bludgeoning damage. - Chaos Pulse (Recharge 6): Wrenbus releases a wave of purple energy in a 60-foot cone. Each creature in the area must make a DC 18 Dexterity saving throw, taking 45 (10d8) force damage on a failed save, or half as much on a success. Objects and terrain in the area are warped and distorted for 1 minute.
- Unstable Blink: Wrenbus teleports up to 30 feet to a space he can see. The space he leaves behind erupts with purple smoke, lightly obscuring a 10-foot radius until the end of the next round.
- Runic Echo: One rune on his body activates, casting mirror image or blur (DM’s choice) without components.
- Gauntlet Surge (Costs 2 Actions): Wrenbus makes an Arcane Gauntlet attack and adds an additional 2d8 force damage. If the target is prone, the attack automatically hits.
Mythic Action Name. 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
He was never meant to be whole. Wren, the soul born of kindness and memory, violently ripped back to the realm of the living. Clumbus, the weapon forged for destruction. The wand didn’t fix them it fractured them. For months, they fought at the wheel. One pulling toward mercy, the other toward mission. Every step, every silence, every battle was a negotiation.
But now, in the forest’s heart, as ruin bears down on the party, the debate ends.
He steps forward. Taller than the trees. Smoke rising from his eyes. His gauntlet flares with arcane chaos, but his stance is calm. Purposeful. Unified.
He is Wrenbus. Not a new name, but a final one. The fusion of soul, flesh, magic, and steel. And when he blocks the blow meant to end you, it is not programming. It is not instinct. It is choice.
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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