Crystalline Monolith
Tome of Beasts 2
(2,900 XP)
Robinloft Estimated
CR
11
Armor Class
15 (natural armor)
Hit Points
123 (13d12+39)
Speed
0 ft., fly 30 ft. (hover)
STR
14
(+2)
DEX
10
(+0)
CON
16
(+3)
INT
19
(+4)
WIS
17
(+3)
CHA
17
(+3)
Saving Throws
—
Skills
Arcana +7, History +7, Insight +6, Nature +7, Perception +6
Damage Resistances
cold, fire
Damage Immunities
poison
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.
Environments
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.
The crystalline monolith's innate spellcasting ability
is Intelligence
(spell save DC 15,
+7 to hit with spell attacks).
It can innately cast the following spells,
requiring no material 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.
Legendary Actions
The crystalline monolith can take 3 legendary actions
choosing from the options below.
Only one legendary action option 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.
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.
Crystalline Monolith
Not yet described
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