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5ead/monsters/md/tome_of_beasts_2/crystalline-monolith.md
2025-06-07 07:58:30 -05:00

3.1 KiB
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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 creatures 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.