Medium Undead, Chaotic Evil
Armor Class 16 Natural armor
Hit Points 71 (13d8 + 13)
Speed 35 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
4 (-3)
WIS
6 (-2)
CHA
8 (-1)
Saving Throws STR +7
Skills Perception +5
Damage Resistances Piercing, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight +60, Passive Perception 10
Languages Languages it knew in life but cannot speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Blind. The Crystal Head is always blinded

Pack Hunting. The Crystal Head has advantage on attack rolls against creatures that are within 5ft of their ally.

Frightening Presence. The first time each day that a creature sees a Crystal Head they must make a DC 15 Wisdom save. On a failed saving throw the creature is frightened by the Crystal Head. 

Crystalline Endurance. The Crystal Head cannot be critically hit and are stunned instead

Actions

Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d10 + 4) bludgeoning damage. If the target is medium or smaller, it is the grappled (escape DC 15)

Bite.  Melee Weapon Attack:  +7 to hit, reach 5ft., one humanoid grappled by the crystal head, Hit: 31 (6d8+4) piercing damage

Bonus Actions

Echolocation. The crystal head lets out shriek to try to find it's targets. Any hidden creature within 40ft must make a DC18 stealth save. On a failed saving throw they are detected by the crystal head.

 

Description

An undead humanoid, the bloodstone growing out of it's face blinded it while providing powerful armor. The crystal head emits a clicking sound to move around using echolocation.

Previous Versions

Name Date Modified Views Adds Version Actions
3/20/2023 4:25:03 AM
4
1
1
Coming Soon
3/22/2023 6:40:53 PM
12
0
1.5
Coming Soon

Monster Tags: undead

Habitat: Underdark

PsychoPanda420

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