Huge Construct, Neutral
Armor Class 20 Natural Armor
Hit Points 280 (20d12 + 140)
Speed 30 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
3 (-4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws STR +13, CON +12
Damage Resistances Fire, Force, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Paralyzed, Poisoned, Stunned
Senses Passive Perception 16
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Immutable Form. The Crystal Behemoth's form cannot be altered by magic.

Magic Resistance. The Crystal Behemoth has advantage on saving throws against spells and magical effects.

Magic Weapon. The Crystal Behemoth's attacks are all magical.

Reflective Body. When The Crystal Behemoth saves against a line spell it will be reflected back on the caster.

Crystalline Form. The Crystal Behemoth can move through gems and crystals as if they were difficult terrain.

Actions

Multiattack. The Crystal Behemoth takes 2 Crush attacks or 1 Crush and 1 tail swipe.

Crush. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 28 (3d12 + 8) Bludgeoning Damage. 

Tail Swipe. Melee Weapon Attack: +13 to hit, range 10 ft., 1 target. Hit: 19 (2d10 + 8) Bludgeoning damage.

Legendary Actions

The Crystal Behemoth 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 Behemoth regains spent legendary actions at the start of its turn.

Crush. The Crystal Behemoth makes a crush attack.

Crystal Spikes (costs 2 actions). The Behemoth sticks its tail into the surrounding crystals and causes 3 spikes to shoot up from the ground. Creatures in those spaces must make a Dex save (DC 18) or take 3d8 piercing damage

Cry for Help (costs 3 actions). The Crystal Behemoth summons 1d4+1 Crystal Warriors to aid

Description

A large crystalline behemoth formed of magic imbued crystals.

Lair and Lair Actions

A large vault room made of living crystal controlled by the Behemoth

Lair Actions

On initiative count 20 (losing initiative ties), the Crystal Behemoth takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • 1d4 crystals fall from the ceiling on random spots, creatures in those spots must make a DC 18 Dex save or take (3d10) Bludgeoning Damage (half on a successful save).
  • Random portion of the floor will cave in

Previous Versions

Name Date Modified Views Adds Version Actions
11/3/2021 5:30:34 AM
8
1
1
Coming Soon
Jeiymes

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