Huge Monstrosity, Chaotic Neutral
Armor Class 19 crystalline chitin
Hit Points 310 (23d12 + 161)
Speed 50 ft., Climb 50 ft.
STR
24 (+7)
DEX
18 (+4)
CON
25 (+7)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws DEX +19, CON +25, WIS +19
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight 60 ft., Darkvision 240 ft., Tremorsense 120 ft., Passive Perception 20
Languages Deep Speech Cannot speak it, Telepathy 120 ft.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Crystalline Camouflage. While motionless against crystal, stone, or cavern walls, the matriarch is indistinguishable from surrounding formations unless a creature succeeds on a DC 20 Wisdom (Perception) check.

Legendary Resistance (3/Day). If the matriarch fails a saving throw, it can choose to succeed instead.

Psionic Web Sense. The matriarch automatically knows the location of any creature touching its webbing or crystal strands within 300 feet.

Shattering Carapace. When the matriarch takes 30 or more damage from a single attack, jagged crystal shards erupt from its body. Creatures within 10 feet of it must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) slashing damage plus 14 (4d6) psychic damage.

Spider Climb. The matriarch can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Magic Resistance. The matriarch has advantage on saving throws against spells and magical effects.

Actions

Multiattack. The matriarch makes three attacks: one with its bite and two with its crystal limbs.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (3d10 + 9) piercing damage plus 18 (4d8) poison damage and 13 (3d8) psychic damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, the creature suffers fractured sensory distortions and has disadvantage on attack rolls and ability checks. The target can repeat the saving throw at the end of each of its turns.

Crystal Limb. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage plus 10 (3d6) psychic damage.

Psionic Crystal Lance (Recharge 5–6). The matriarch fires a beam of focused psionic energy in a 90-foot line that is 10 feet wide. Each creature in the line must make a DC 21 Dexterity saving throw, taking 45 (10d8) psychic damage plus 22 (4d10) force damage on a failed save, or half as much on a successful one. A creature that fails the save is also stunned until the end of its next turn.

Entrapping Web (Recharge 4–6). The matriarch launches a mass of crystal-thread webbing at a point it can see within 120 feet. The area becomes difficult terrain in a 30-foot radius. Creatures in the area when the web appears must succeed on a DC 21 Strength saving throw or become restrained. A restrained creature can use its action to make a DC 21 Strength check, freeing itself on a success. The webs have AC 17, 50 hit points, vulnerability to fire damage, and immunity to psychic damage.

Bonus Actions

Skittering Shift. The matriarch moves up to half its speed without provoking opportunity attacks.

Crystal Resonance (Recharge 6). One restrained creature within 120 feet takes 18 (4d8) psychic damage, and the matriarch regains hit points equal to the damage dealt.

Reactions

Crystal Deflection. When the matriarch is hit by a ranged attack, it can violently shear crystal plating from its body, adding +5 to its AC against the triggering attack, potentially causing it to miss. If the attack misses, razor crystal fragments spray outward in a 15-foot cone toward the attacker. Creatures in that area must succeed on a DC 21 Dexterity saving throw or take 10 (3d6) slashing damage plus 10 (3d6) psychic damage, or half as much on a successful save.

Legendary Actions

The matriarch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The matriarch regains spent legendary actions at the start of its turn.

Move. The matriarch moves up to half its speed.

Crystal Swipe. The matriarch makes one crystal limb attack.

Psychic Pulse (Costs 2 Actions). Creatures within 20 feet of the matriarch must succeed on a DC 21 Wisdom saving throw or take 14 (4d6) psychic damage and be frightened until the end of their next turn.

Collapse Webbing (Costs 3 Actions). The matriarch ruptures nearby crystal-web structures. Choose a point within 120 feet. Each creature within 20 feet of that point must make a DC 21 Dexterity saving throw, taking 27 (6d8) piercing damage plus 18 (4d8) psychic damage on a failed save, or half as much on a successful one. The area becomes difficult terrain until the end of the next round.

Lair and Lair Actions

While inside its cavern domain, the matriarch can invoke the psionic resonance of the crystal network. On initiative count 20 (losing initiative ties), it can use one of the following lair actions:

  • Crystal growths erupt from surfaces in a 20-foot square the matriarch can see. The area becomes difficult terrain, and creatures inside it must succeed on a DC 18 Dexterity saving throw or take 10 (3d6) piercing damage.
  • Psychic vibrations pulse through the cavern. Creatures of the matriarch’s choice within 60 feet must succeed on a DC 18 Wisdom saving throw or have disadvantage on attack rolls until the start of the next round.
  • Hanging crystal strands descend and obscure vision. A 30-foot-radius area becomes heavily obscured until initiative count 20 on the following round.
Master_of_Nothing

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