Crystalline Monolith
Huge Aberration lawful neutral
- Armor Class: 15 (natural armor)
- Hit Points: 123 (13d12+39)
- Speed: walk 0 ft. hover True ft. fly 30 ft.
- Challenge Rating: 7 (2,900 XP)
- Source: Tome of Beasts 2, page 77
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 14 (+2) |
10 (+0) |
16 (+3) |
19 (+4) |
17 (+3) |
17 (+3) |
- Skills: arcana +7, history +7, insight +6, nature +7, perception +6
- Damage Immunities: poison
- Damage Resistances: cold, fire
- Condition Immunities: blinded, paralyzed, petrified, poisoned, prone
- Senses: blindsight 120 ft. (blind beyond this radius), passive Perception 16
- Languages: Deep Speech, Undercommon, telepathy 120 ft.
Special Abilities
- False Appearance: While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal.
- Magic Resistance: The crystalline monolith has advantage on saving throws against spells and other magical effects.
- Powerful Mind: The crystalline monolith has advantage on Intelligence saving throws and ability checks.
- Innate Spellcasting (Psionics): The crystalline monolith's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
At will: detect magic, detect thoughts, mage hand, silent image
3/day each: clairvoyance, hypnotic pattern, stinking cloud, telekinesis
1/day each: confusion, dominate person, suggestion
Actions
- Multiattack: The crystalline monolith makes two slam attacks or two mind spear attacks. If both slam attacks hit a Large or smaller target, the target must succeed on a DC 14 Constitution saving throw or begin to turn to crystal and be restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success.
- Slam: Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.
- Mind Spear: Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.
- Psychic Burst (Recharge 5-6): The crystalline monolith emits a burst of psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 28 (8d6) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The crystalline monolith can take 3 legendary actions, choosing from one of the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The crystalline monolith regains spent legendary actions at the start of its turn.
Legendary Actions
- Detect: The crystalline monolith makes a Wisdom (Perception) check.
- Teleport (Costs 2 Actions): The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see.
- Cast a Spell (Costs 3 Actions): The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal.
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