Huge unknown, Chaotic Neutral
Armor Class 22 (crystalline plating)
Hit Points 400 (38d20)
Speed 0 ft.
STR
20 (+5)
DEX
6 (-2)
CON
20 (+5)
INT
18 (+4)
WIS
20 (+5)
CHA
16 (+3)
Saving Throws STR +10, CON +10, INT +9, WIS +10, CHA +8
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Lightning, Necrotic, Poison, Psychic
Senses Truesight 120 ft, Passive Perception 18
Languages --
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

In-Beat. On every even turn the entity heals 9 (2d8) health to itself and gains 4 AC.

Out-Beat. Can only attack on every odd turn and the creature lowers its AC by 4. 

Actions

Psychic Surge. All non-undead characters within a 120ft radius around the entity must succeed on an 18 WIS saving throw or take 2d10+8 psychic damage. Characters succeeding on the saving throw take half damage.

Incessant Whispers. A chosen target within line-of-sight and within 120ft of the entity must succeed on a 20 WIS saving throw or take 2d12+8 psychic damage and become stunned. Characters succeeding on the saving throw take half damage.

 

Bonus Actions

Reanimate. Corpses within a 120ft radius of the entity may be reanimated as Crystalline Revenants.

Reactions

Crystalline Hardening. On an In-Beat turn, the creature may reflect 2d8 damage onto the attacker.

Description

A huge, slowly pulsating, glowing turqoise crystalline entity similar in shape to a beating heart. It possesses great psychic abilities and grows root-like tendrils from its top and bottom that spread with alarming speed and entangle the corpses it comes across in its expansive growth. The corpses are then reanimated as Crystalline versions of their undead counterparts, with the crystals implanted into them by the entity providing them with a form of subdermal armor that rivals the protective capabilities of plate armor.

HajdBalint1

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