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.
14 (+2)
10 (+0)
16 (+3)
19 (+4)
17 (+3)
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