Large Construct, Unaligned
Armor Class 14 Crystal
Hit Points 23 (2d12 + 4)
Speed
STR
1 (-5)
DEX
1 (-5)
CON
15 (+2)
INT
1 (-5)
WIS
16 (+3)
CHA
1 (-5)
Saving Throws WIS +5
Damage Vulnerabilities Acid
Damage Resistances Necrotic, Damage from Spells
Damage Immunities Fire
Senses Darkvision 60 ft, Truesight 80 ft, Passive Perception 13
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Actions

Crystal Beam Ranged weapon attack: +4 to hit, range 5/60 ft, 1 target. Hit 8 (1d8+3) [Necrotic] damage. Target must succeed dc 12 constitution saving throw or be restrained by crystals. 

Elemental Energize 1 crystallized target. Increase targets next attack by 5, and then speed by 10 for two turns. The target also takes 1d4 [necrotic ] damage.

Crystal Wall conjure a 10 ft wide, 10 ft tall,  wall made entirely of magenta crystal, anywhere the obelisk can see. This wall deflects any attacks made towards and also must be moved around by both friend and foe. It dissipates after 1d4 turns. 

Reactions

Elemental Defence if the obelisk takes more than 10 damage in one turn, then it automatically uses Crystal wall, no matter who’s turn it is. 

 Energy Splurge once the obelisk gets below half health, it uses elemental energy on all surviving crystallized creatures, no matter who’s turn it is.

Description

Back in the time where arkans ruled the land, these cores were often used as generators for their tech. Absorbing souls, and converting them into energy enriched crystals. However, some of these obelisks still survive today, and without being monitored by Arkan scientists, they will cover the environment with these energy crystals, and even use them to revive the corpses of other formerly deceased crystals. 

many Archeologists search for these crystal batteries, but not all know their dangerous potential.

Lair and Lair Actions

Because crystal obelisks are stationary, they can only ever be found where they were first constructed. This is usually as the power cell for a temple or city, owned by the now extinct arkans. Due to their soul devouring and crystal constructing tendencies, if left unmonitored  they will end up covering entire areas in crystal.

Lair Actions

On initiative count 13 (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:

  • Summon a crystal wall with the same diameter of that originating from the action.
  • Summon an earth elemental 
  • Restrain one creature the obelisk can see, in crystals.

Regional Effects

The region containing an obelisk’s lair is crystallized , which creates one or more of the following effects:

  • Slain creatures bodies are converted into crystals, that then control nearby Deceased creatures.
  • Magenta crystals pierce the ground often
  • Sparks occasionally fly around in the sky 

If the Obelisk dies, these effects fade over the course of 1d4 days.

Monster Tags: constructElemental

Habitat: Urban

dman0106

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