b'Crystal Deviant \n'b'  Small   construct ,  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  44 (8d6 + 16)  Speed  30 ft., climb 30 ft., fly 30 ft. (hover)\n'b' STATS STR: 11 (+0) DEX:  14 (+2)  CON:  15 (+2)  INT:  16 (+3)  WIS:  12 (+1)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +4 (or any other)  Skills   Perception  +3,  Stealth  +4 (or any two other)  Damage Resistances  necrotic, psychic  Damage Immunities  poison  Condition Immunities   blinded ,  charmed ,  deafened ,  frightened ,  paralyzed ,  petrified ,  poisoned   Senses  blindsight 30 ft., darkvision 60 ft., passive  Perception  12  Languages  understands Common but can\xe2\x80\x99t speak, telepathy 120 ft.  Challenge  4 (1,100 XP)  Proficiency Bonus  +2 \n'b' SPECIAL TRAITS \n'b'\n'b'  False Appearance . While the crystal deviant remains motionless and at rest, it is indistinguishable from a normal pile of crystals. \n'b'  Magic Resistance . The crystal deviant has advantage on saving throws against spells and other magical effects. \n'b'  Spider Climb . The crystal deviant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The crystal deviant makes two Zap attacks. \n'b'  Zap .  Ranged Spell Attack : +5 to hit, range 60 ft., one creature.  Hit : 16 (4d6 + 2) psychic damage. \n'b'  Psychic Blast . The crystal deviant projects its thoughts in a 30-foot cone. Creatures in the area must make a DC 13  Intelligence  saving throw, taking 10 (4d4) psychic damage on a failed save or half as much damage on a successful one. \n'b'  Agony (Recharge 5\xe2\x80\x936) . A creature within 30 feet that the crystal deviant can sense must succeed on a DC 13  Intelligence  saving throw or be wracked by devastating pain, taking 18 (4d8) psychic damage and 18 (4d8) necrotic damage and being  stunned  until the end of its next turn on a failed save or half the damage with no additional effects on a successful one. The target\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and this reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. \n'b'  Spellcasting (Psionics) . The crystal deviant casts one of the following spells, requiring no spell components and using  Intelligence  as the spellcasting ability (spell save DC 13):\n'b'\n'b'\n'b'  At will :  disguise self ,  mage hand ,  minor illusion  \n'b'  3/Day :  magic missile ,  shield  \n'b'\n'b' REACTIONS \n'b'\n'b'  Telekinetic Shove . If a creature misses the crystal deviant with a  melee attack , it must succeed on a DC 13  Strength  saving throw or be pushed 5 feet away (in a direction of the crystal deviant\xe2\x80\x99s choosing) and fall  prone .'