Illumination Crystal head magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when it's destroyed.
Immutable Form Crystal head is immune to any spell or effect that would alter its form.
Light Intensity Any creature that starts its turn within 10 feet of the illuminated Crystal head and can see it must succeed on a DC 17 Wisdom saving throw or be blinded until the start of the creature's next turn.
A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Crystal head until the start of its next turn, when it can avert its eyes again. If the creature looks at Crystal head in the meantime, it must immediately make the save.
Magic Resistance. Crystal head has advantage on saving throws against spells and other magical effects.
Magic Weapons. Crystal head's weapon attacks are magical.
Multiattack. Crystal head makes two slam attacks.
Slam Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5–6). Crystal head targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Crystal head is a magical construct cut and chiseled from the Crystal Labyrinth to appear as a tall, impressive statue in the image of its creators the Githyanki warriors. It's nearly impervious to spells and ordinary weapons.
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