Medium Aberration, Neutral Evil
Armor Class 17 natural
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws CHA +5
Skills Arcana +7, Insight +5, Perception +3, Stealth +6
Damage Vulnerabilities Bludgeoning
Damage Resistances Acid, Force, Radiant
Condition Immunities Blinded, Charmed
Senses Truesight 120 ft., Passive Perception 12
Languages Abyssal, Deep Speech, Undercommon
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Keen Sight. The Crystalline seer has advantage on Wisdom (Perception) checks that rely on sight.

Crystal step. The Crystalline Seer can move through crystal objects as if they were difficult terrain. and can end it turns within the crystal that it is walking through. The Crystalline Seer can walk threw to another crystal of its size within a 1-mile radius. 

Spell Reflection. If the Crystalline Seer makes a successful saving throw against a spell, or a spell attack misses it, the Crystalline Seer can choose another creature for the spell to affect.

Actions

Multiattack. The Crystalline Seer makes two crystalline claw attacks or Destructive Gazes.  

Crystalline Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. plus 3 (1d6) physic damage.

Destructive Gaze. The Crystalline Seer fires two of the following magical eye rays at random (reroll duplicates), choosing one to two targets it can see within 120 feet of it:

1. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 24 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

2. Slowing Ray. The targeted creature must succeed on a DC 14 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Weird Insight. The Crystalline Seer targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.

Description

When a nothic finds itself under the protection or servitutude of a beholder it cna gain some of its favor if willing to undergo a horrible transformation. In which the Nothic gains some of the powers of a beholder in the form of its eye ray. but also a new almost more humanoid form in which its talons become serated crystals, along parts of its body it grows a number of new eyes, and it learns from and to relfect magical energies and spells that target itself, from some of the dangerous experimentation that it suffered from. 

LionSoul378

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