Huge Construct (Beholder)
Armor Class 28 Natural
Hit Points 500 (50d10)
Speed 40 ft., fly 40 ft.
STR
25 (+7)
DEX
16 (+3)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Skills Intimidation +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, One of the following: acid, cold, fire, lightning, or poison
Damage Immunities Acid
Senses Tremorsense, Passive Perception 18
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

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.

Actions

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.

Bonus Actions

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.

Reactions

Reaction Name. When virage is hit by melee or ranged, it immediately makes a counter strike with either a claw or a slam.

Legendary Actions

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.

Mythic Actions

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.

kevindavis1086

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