Wyll wills it: Weel Wael, son of Willl Wael, champion of Wyll, god of will has the blessing of Wyll, god of will. Weel Wael, son of Willl Wael, champion of Wyll, god of will can choose to succeed on a saving throw Weel Wael, son of Willl Wael, champion of Wyll, god of will has failed once per battle.
Wyll will not will it: Weel Wael, son of Willl Wael, champion of Wyll, god of will his enemies do not have the blessing of Wyll, god of will. Weel Wael, son of Willl Wael, champion of Wyll, god of will can choose to give any roll they make disadvantage once per turn.
Iron will: Weel Wael, son of Willl Wael, champion of Wyll, god of will has an increadibly strong will and as such Weel Wael, son of Willl Wael, champion of Wyll, god of will can not be charmed or controlled by any source.
aneurysm: Every creatyre within 30 feet to Weel Wael, son of Willl Wael, champion of Wyll, god of will will take 1d6 psychic damage at the start of their turn becuase they get an aneurysm from hearing his name.
Action Melee Attack. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 4) Bludgeoning damage + 3 (1d6) Psychic damage
Patient Defense. Weel Wael, son of Willl Wael, champion of Wyll, god of will can spend 1 ki point to take the Dodge action as a bonus action on Weel Wael, son of Willl Wael, champion of Wyll, god of will his turn.
Step of the Wind. Weel Wael, son of Willl Wael, champion of Wyll, god of will can spend 1 ki point to take the Disengage or Dash action as a bonus action on Weel Wael, son of Willl Wael, champion of Wyll, god of will his turn, and Weel Wael, son of Willl Wael, champion of Wyll, god of will his jump distance is doubled for the turn.
Flurry of Blows. Immediately after Weel Wael, son of Willl Wael, champion of Wyll, god of will takes the Attack action on Weel Wael, son of Willl Wael, champion of Wyll, god of will his turn, Weel Wael, son of Willl Wael, champion of Wyll, god of will can spend 1 ki point to make two unarmed strikes as a bonus action.
Deflect missles: Weel Wael, son of Willl Wael, champion of Wyll, god of will can use Weel Wael, son of Willl Wael, champion of Wyll, god of will his reaction to deflect or catch the missile when Weel Wael, son of Willl Wael, champion of Wyll, god of will is hit by a ranged weapon attack. When Weel Wael, son of Willl Wael, champion of Wyll, god of will does so, the damage Weel Wael, son of Willl Wael, champion of Wyll, god of will takes from the attack is reduced by 1d10 + your Dexterity modifier + monk level. If Weel Wael, son of Willl Wael, champion of Wyll, god of will reduces it to zero Weel Wael, son of Willl Wael, champion of Wyll, god of will can redirect the attack back
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Enter a general description for your monster here.
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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