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