Special Trait Name. Instant Death Grab. Virage makes a grapple check, dealing appropriate dmg and 50/50 chance of instant death, dropping target to 0 hp.
Spellcasting. The [virage is a 8th level spellcaster. Its spellcasting ability is [Charisma (spell save DC 10 +5 to hit with spell attacks). The virag] has following [wizard spells prepared:
Cantrips (at will): [firebolt, ray of frost
1st level: [thunderwave], [shield, protection from good/evil, magic missile, chromatic orb, burning hands.
2nd: blindness/deafness, acid arrow, crown of madness, enlarge/reduce
3rd: bestow curse, counterspell, fireball, slow
4th, wall of fire, banishment, confusion.
5th: mislead, telekinesis, cone of cold.
6th: contingency, disintegrate, flesh to stone.
7th: finger of death, prismatic spray.
8th: anti Magic field.
Action Name. Mutliattack
Action Melee Attack. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 20 (3d10 + 7) [piercing and slashing damage.
Slam: +13 to hit, 3d10+7 bludgeon damage. If successful target becomes pinned/restrained. DC 20 strength check.
After it makes a melee attack it can as a bonus action roll 1d6 and launch a ranged Lazer like beam attack.
Central eye beam: 8d8 force damage. +9 to hit. If successful target must make a DC con save of 20 or be dropped to 0 hp immediately.
Reaction Name. When virage is hit by melee or ranged, it immediately makes a counter strike with either a claw or a slam.
Legendary Action Name (Costs 3 Actions).
Eye roulette: cost 1 action, roll 1d8 and a random spell effect happens from one of its 8 eyes.
Nuclear Blast cost 3 actions. Builds up its defense, charging a powerful blast, becomes resistant to all forms of damage but cannot move. After 4 turns it unleashes the stored energy dealing 1d10+number of turns it was attacked multiplying th damage it took x10.
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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