Cosmic Monolith
Huge • Construct • Chaotic Evil
Armor Class 20
Hit Points 115 (10d12 + 50)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 1 (-5) | 20 (+5) | 5 (-3) | 5 (-3) | 20 (+5) |
Saving Throws Str +9, Cha +9
Damage Resistances lightning, psychic; bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 150 ft., passive Perception 7
Languages understands Deep Speech but can't speak
CR 11 (XP 7,200; PB +4)

Aura of Reverence. Wisdom Saving Throw: DC 17, any creature that starts its turn in a 30-foot emanation originating from the monolith. Failure: The target becomes magically charmed. While charmed that way, the target defends the monolith at all costs, even its own life, and tries to stay close to it. Whenever the creature ends its turn further away than 30 feet from the monolith, it can repeat the saving throw, ending the effect on a success. Success or Effect Ends: The target is immune to the monolith's Aura of Reverence for the next 24 hours.
Heavy. The monolith can't be moved or toppled unless an effect is able to move 20,000 pounds or more.
Immutable Form. The monolith can't shape-shift.
Impervious. The monolith has a damage threshold of 10.
Magic Resistance. The monolith has advantage on saving throws against spells and other magical effects.
Unusual Nature. The monolith doesn't require air, food, drink, or sleep.
ACTIONS
Cosmic Influence. Intelligence Saving Throw: DC 17, one creature within 150 feet of the monolith. Failure: 45 (7d12) psychic damage, and he target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of its next turn. Success: Half damage.
Pulse Wave (Recharge 6). Constitution Saving Throw: DC 17, each hostile creature in a 30-foot emanation originating from the monolith. Failure: 36 (8d8) force damage, and the target is knocked prone. Success: Half damage.
Dominate (Recharges after a Short or Long Rest). Wisdom Saving Throw: DC 17, one creature within 60 feet of the monolith with an Intelligence score of 6 or higher. Failure: The target becomes charmed for 1 minute. While charmed that way, the monolith precisely controls what the creature does on its turns. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success.
REACTIONS
Spell Reflection. Trigger: The monolith succeeds on a saving throw against a spell, or a spell's attack roll misses it. Response—Dexterity Saving Throw: DC 17, one creature the monolith can see within 120 feet. Failure: 27 (6d8) Force damage.
Cosmic Monolith
Huge • Construct • Chaotic Evil
Armor Class 18
Hit Points 84 (8d12 + 32)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 1 (-5) | 18 (+4) | 5 (-3) | 5 (-3) | 18 (+4) |
Saving Throws Str +7, Cha +7
Damage Resistances lightning, psychic; bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 150 ft., passive Perception 7
Languages understands Deep Speech but can't speak
CR 8 (XP 3,900; PB +3)

Aura of Reverence. Wisdom Saving Throw: DC 17, any creature that starts its turn in a 20-foot emanation originating from the monolith. Failure: The target becomes magically charmed. While charmed that way, the target defends the monolith at all costs, even its own life, and tries to stay close to it. Whenever the creature ends its turn further away than 20 feet from the monolith, it can repeat the saving throw, ending the effect on a success. Success or Effect Ends: The target is immune to the monolith's Aura of Reverence for the next 24 hours.
Heavy. The monolith can't be moved or toppled unless an effect is able to move 20,000 pounds or more.
Immutable Form. The monolith can't shape-shift.
Impervious. The monolith has a damage threshold of 10.
Magic Resistance. The monolith has advantage on saving throws against spells and other magical effects.
Unusual Nature. The monolith doesn't require air, food, drink, or sleep.
ACTIONS
Cosmic Influence. Intelligence Saving Throw: DC 15, one creature within 150 feet of the monolith. Failure: 32 (5d12) psychic damage, and he target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of its next turn. Success: Half damage.
Pulse Wave (Recharge 6). Constitution Saving Throw: DC 15, each hostile creature in a 30-foot emanation originating from the monolith. Failure: 27 (6d8) force damage, and the target is knocked prone. Success: Half damage.
Dominate (Recharges after a Short or Long Rest). Wisdom Saving Throw: DC 15, one creature within 60 feet of the monolith with an Intelligence score of 6 or higher. Failure: The target becomes charmed for 1 minute. While charmed that way, the monolith precisely controls what the creature does on its turns. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success.
REACTIONS
Spell Reflection. Trigger: The monolith succeeds on a saving throw against a spell, or a spell's attack roll misses it. Response—Dexterity Saving Throw: DC 15, one creature the monolith can see within 120 feet. Failure: 18 (4d8) Force damage.
Cosmic Monolith
Huge • Construct • Chaotic Evil
Armor Class 22
Hit Points 150 (12d12 + 72)
Speed 0 ft.
Initiative -5 (5)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 22 (+6) | 1 (-5) | 22 (+6) | 5 (-3) | 5 (-3) | 22 (+6) |
Saving Throws Str +11, Cha +11
Damage Resistances lightning, psychic; bludgeoning, piercing, slashing
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, petrified, poisoned, prone, stunned, unconscious
Senses blindsight 150 ft., passive Perception 7
Languages understands Deep Speech but can't speak
CR 14 (XP 11,500; PB +5)

Aura of Reverence. Wisdom Saving Throw: DC 17, any creature that starts its turn in a 30-foot emanation originating from the monolith. Failure: The target becomes magically charmed. While charmed that way, the target defends the monolith at all costs, even its own life, and tries to stay close to it. Whenever the creature ends its turn further away than 30 feet from the monolith, it can repeat the saving throw, ending the effect on a success. Success or Effect Ends: The target is immune to the monolith's Aura of Reverence for the next 24 hours.
Heavy. The monolith can't be moved or toppled unless an effect is able to move 20,000 pounds or more.
Immutable Form. The monolith can't shape-shift.
Impervious. The monolith has a damage threshold of 15.
Magic Resistance. The monolith has advantage on saving throws against spells and other magical effects.
Unusual Nature. The monolith doesn't require air, food, drink, or sleep.
ACTIONS
Cosmic Influence. Intelligence Saving Throw: DC 19, one creature within 150 feet of the monolith. Failure: 58 (9d12) psychic damage, and he target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the end of its next turn. Success: Half damage.
Pulse Wave (Recharge 6). Constitution Saving Throw: DC 19, each hostile creature in a 60-foot emanation originating from the monolith. Failure: 45 (8d8) force damage, and the target is knocked prone. Success: Half damage.
Dominate (Recharges after a Short or Long Rest). Wisdom Saving Throw: DC 19, one creature within 60 feet of the monolith with an Intelligence score of 6 or higher. Failure: The target becomes charmed for 1 minute. While charmed that way, the monolith precisely controls what the creature does on its turns. Whenever the creature takes damage, it can repeat the saving throw, ending the effect on a success.
REACTIONS
Spell Reflection. Trigger: The monolith succeeds on a saving throw against a spell, or a spell's attack roll misses it. Response—Dexterity Saving Throw: DC 19, one creature the monolith can see within 120 feet. Failure: 36 (8d8) Force damage.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
