# 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](https://koboldpress.com/kpstore/product/tome-of-beasts-2-for-5th-edition) 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 creature’s 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.
