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
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
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 |
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3/20/2023 4:25:03 AM
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4
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1
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1
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Coming Soon
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3/22/2023 6:40:53 PM
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12
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0
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1.5
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Coming Soon
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