Special Trait Name. Glitter. Upon death this creature will drop 3-5 gems with at least one being worth 50 gp
Spellcasting. The Viztragox is able to cast the spell hypnotic pattern once per day with a dc 15 wisdom saving throw or the creatures are charmed and cannot take an attack action against the Viztragox directly.
Action: Slam. The Viztragox raises both of its large stone and crystal arms and brings them down with a thunderous force. All creatures must make a dc17 dexterity saving throw or take 6d6 damage on a failed save or half as much on a successful one. Non magical structures in this radius take double damage.
Action Melee Attack. Melee Attack: +8 to hit range 10ft 1 target 3d6+5 on a hit of bludgeoning damage plus a dc17 str saving throw or they will be knocked prone.
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Grapple: As a bonus action the Viztragox can attempt to grapple one creature within 10ft. This is a contested strength roll.
Throw: As a bonus action the Viztragox can throw one grappled creature up to 3d10ft dealing 1d6 of bludgeoning damage per 10ft thrown.
Reaction Name. Guard. The Viztragox while within 10ft of any allied creature can jump in front of the target of any attack taking any damage from attacks made against that creature until the start of their next turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The Viztragox is a large creature that walks on all 4s. It’s two front arms looks like giant stone clubs and it’s legs not much smaller. This creature is a brute by nature, made of stone and glimmering crystals all over its body, it is the epitome of destruction and beauty. Though they are slow moving creatures should you find yourself on the receiving end of one of their fists, you will know pain.
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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