Devil's Sight. Magical darkness doesn't impede the devil's darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Sneak Attack (1/Turn). The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn’t incapacitated and the devil doesn’t have disadvantage on the attack roll.
Crystal Stride: As a bonus action, the Crystalline Devil can touch a crystal or gem, melding itself and the equipment it carries within it before magically appearing in an unoccupied space within 5 feet of a second crystal or gem that it could see.
Merge with Crystal: As an action, the Crystalline Devil can merge with a crystal or gem it can touch. While merged with the crystal, it radiates transmutation magic and the devil is fully aware and can see and hear its surroundings.The devil remains aware of the passage of time and can cast spells while merged in a gem. As an action, the devil can use its movement to leave the gem, which ends the spell. It otherwise can't move but can continue to communicate telepathically to a creature within range.
Minor physical damage to the gem doesn't harm it, but its partial destruction or a change in its shape expels the devil and deals 6d6 bludgeoning damage to you. The crystal’s complete destruction (or transmutation into a different substance) expels the devil and deals 50 bludgeoning damage to it. Likewise, a dispel magic expels the devil. If expelled unwillingly, the devil falls prone in an unoccupied space within 5 feet of the gem.
Innate Spellcasting. The devil is an innate spellcaster. Its spellcasting ability is Constitution (spell save DC 15). The devil can innately cast the following spells, requiring no material components:
- At Will: earth tremor
- 3/day erupting earth
- 2/day: command, stone shape
- 1/day: bones of the earth, suggestion
Multiattack. The devil makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Crystalline Spray (Recharge 5–6). The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw.
Description
Barefoot, Gem-Coated. Crystalline devils resemble gem‑coated humanoids with cruel, twisted faces, jagged teeth, and terrible talons like shards of broken glass. Their feet, however, are soft and bare, allowing them to pad along with surprising stealth, always looking for a favorable spot to assume gem form
Winking Jewels. In its treasure form, a crystalline devil resembles a pretty, sparkling jewel lying on the ground, glowing with a warm inner light. They seek to catch the eye of an unwary creature whose mind it might corrupt to greed and murder. If their identity is discovered in gem form, they re-assume their normal form and attack.
Passed Along. After insinuating themselves into groups, they encourage betrayal and murder, then persuade a host to pass on their treasure as atonement for their crimes.
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