Huge unknown, Neutral Evil
AC 22 natural    Initiative +6 (16)
HP 148 (12d10 + 30)
Speed
Mod Save
STR 19 +4 +7
DEX 1 −5 −5
CON 20 +5 +8
Mod Save
INT 14 +2 +2
WIS 20 +5 +8
CHA 1 −5 −5
Vulnerabilities Radiant
Resistances Piercing and Slashing from nonmagical attacks
Gear none
Senses Blindsight 60, Darkvision 120ft, Tremorsense 120ft; Passive Perception 20
Languages none
CR 6 (XP 2,300; PB +3)
Traits

Trait Name. Dark Origin: immunity to necrotic damage but is vulnerable to radiant damage.

Planted: cannot be moved in any way.

Hard: resistant to non magical attacks from piercing and slashing weapons.

 

Actions

Action Ranged Attack. crystal launch: +5 to hit, range 60/120 ft., 2 target. Hit: 9 (2d6 + 3) [bludgening] after hitting or missing, the crystal explodes, doing 1d6+3 necrotic damage in a 5ft sphere from the target unless they pass a DC 16 dexterity saving throw to take half damage.

Action Melee Attack. Diamond Pike: +8 to hit, range 5ft, 1 target. hit:  15 (2d8 + 3) piercing and 6 (2d4) necrotic damage. Also pushes the target 10 ft and forces them to make a DC 17 dexterity saving throw or be knocked prone.

Bonus Actions

 Bonus Action Name.  crystal barrier: creates a 25ft sphere where damage to the cube and its allies is ignored unless the creature doing the damage is inside the barrier

Reactions

jagged rip: if an effect on the terrian it placed, it can remove it, ending the spell or effect that caused it and doing 1d4 bludgening damage while applying the prone conditon.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
3/27/2026 7:17:45 PM
2
1
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Coming Soon

Monster Tags: Abominations

Habitat: Any

Treasure:  None

thorin_oakenshield23

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