Crystalline Monolith

Huge Aberration, lawful neutral (CR 7)

Armor Class 15 natural armor

Hit Points 123 (13d12+39)🎲

Speed 0 ft., fly 30 ft., hover true ft.


STR

14 (+2)

DEX

10 (+0)

CON

16 (+3)

INT

19 (+4)

WIS

17 (+3)

CHR

17 (+3)


Skills arcana 7, history 7, insight 6, nature 7, perception 6

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 16

Languages Deep Speech, Undercommon, telepathy 120 ft.

Challenge Rating 7

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.


sizeHuge

typeAberration

group

alignmentlawful neutral

strength_save

dexterity_save

constitution_save

intelligence_save

wisdom_save

charisma_save

perception6

damage_vulnerabilities

damage_resistancescold, fire

damage_immunitiespoison

condition_immunitiesblinded, paralyzed, petrified, poisoned, prone

cr7

reactions

legendary_descThe 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_actionsname: Detect,desc: The crystalline monolith makes a Wisdom (Perception) check.,name: Teleport (Costs 2 Actions),desc: The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see.,name: Cast a Spell (Costs 3 Actions),desc: The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal.

special_abilitiesname: False Appearance,desc: While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal.,name: Magic Resistance,desc: The crystalline monolith has advantage on saving throws against spells and other magical effects.,name: Powerful Mind,desc: The crystalline monolith has advantage on Intelligence saving throws and ability checks.,name: Innate Spellcasting (Psionics),desc: 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

spell_list

page_no77

document__license_urlhttp://open5e.com/legal

document__slugtob2

document__titleTome of Beasts 2

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition/

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Tome of Beasts 2, page no. 77
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