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<title>Crystalline Monolith</title>
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<h1>Crystalline Monolith</h1>
<p><em>Huge</em> <em>Aberration</em> <em>lawful neutral</em></p>
<ul>
<li><strong>Armor Class:</strong> 15 (natural armor)</li>
<li><strong>Hit Points:</strong> 123 (13d12+39)</li>
<li><strong>Speed:</strong> walk 0 ft. hover True ft. fly 30 ft.</li>
<li><strong>Challenge Rating:</strong> 7 (2,900 XP)</li>
<li><strong>Source:</strong> Tome of Beasts 2, page 77</li>
</ul>
<table>
<thead>
<tr>
<th>STR</th>
<th>DEX</th>
<th>CON</th>
<th>INT</th>
<th>WIS</th>
<th>CHA</th>
</tr>
</thead>
<tbody>
<tr>
<td>14 (+2)</td>
<td>10 (+0)</td>
<td>16 (+3)</td>
<td>19 (+4)</td>
<td>17 (+3)</td>
<td>17 (+3)</td>
</tr>
</tbody>
</table>
<ul>
<li><strong>Skills:</strong> arcana +7, history +7, insight +6, nature +7, perception +6</li>
<li><strong>Damage Immunities:</strong> poison</li>
<li><strong>Damage Resistances:</strong> cold, fire</li>
<li><strong>Condition Immunities:</strong> blinded, paralyzed, petrified, poisoned, prone</li>
<li><strong>Senses:</strong> blindsight 120 ft. (blind beyond this radius), passive Perception 16</li>
<li><strong>Languages:</strong> Deep Speech, Undercommon, telepathy 120 ft.</li>
</ul>
<h3>Special Abilities</h3>
<ul>
<li><strong>False Appearance:</strong> While the crystalline monolith remains motionless, it is indistinguishable from a giant crystal.</li>
<li><strong>Magic Resistance:</strong> The crystalline monolith has advantage on saving throws against spells and other magical effects.</li>
<li><strong>Powerful Mind:</strong> The crystalline monolith has advantage on Intelligence saving throws and ability checks.</li>
<li><strong>Innate Spellcasting (Psionics):</strong> 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</li>
</ul>
<h3>Actions</h3>
<ul>
<li><strong>Multiattack:</strong> 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.</li>
<li><strong>Slam:</strong> Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage.</li>
<li><strong>Mind Spear:</strong> Ranged Spell Attack: +7 to hit, range 30 ft., one target. Hit: 14 (4d6) psychic damage.</li>
<li><strong>Psychic Burst (Recharge 5-6):</strong> 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.</li>
</ul>
<p>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.</p>
<h3>Legendary Actions</h3>
<ul>
<li><strong>Detect:</strong> The crystalline monolith makes a Wisdom (Perception) check.</li>
<li><strong>Teleport (Costs 2 Actions):</strong> The crystalline monolith magically teleports up to 120 feet to an unoccupied space it can see.</li>
<li><strong>Cast a Spell (Costs 3 Actions):</strong> The crystalline monolith casts a spell from its list of innate spells, expending a daily use as normal.</li>
</ul>
<p><a href="../../../licensing.html">Licensing</a>  <a href="../../md/tome_of_beasts_2/crystalline-monolith.md">Markdown Format</a></p>
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