Burrowed Stealth. If still burrowed, the Chrysmal attacks with advantage and can deal an extra 3d6+3 damage to one creature it hits with its multiattack.
Multiattack. The Chrysmal makes three attacks: two with its claws and one with its sting.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The Chrysmal has two claws, each of which can grapple only one target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Poison of the Chrysmal If the target fails its Constitution Saving throw against the Chrysmal's Sting attack, the creature must make an additional DC 15 Constitution saving throw or be petrified. If the target succeeds, it is immune to the poison of the Chrysmal for the next 24 hours.
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