Mind Finder. When the crystalloid guardian concentrates for 1 minute, it can sense the presence of a creature with an Intelligence score of 4 or higher, up to a range of 500 feet. It knows the creature's approximate position and Intelligence score, but cannot detect anything else about it. A creature produced by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Psionic Telepathy. Using telepathy, the crystalloid guardian can magically communicate with any creature within 60 ft. The guardian can also concentrate for one minute, to communicate with any other guardian within 3 miles.
Innate Spellcasting (Psionics). The crystalloid guardian is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The crystalloid guardian can innately cast the following spells, requiring no components:
Cantrips (at will): mage hand, message, mind sliver
1st level (4 slots): command], dissonant whispers, sleep
2nd level (3 slots): detect thoughts, levitate, shatter, suggestion
3rd level (3 slots): blinding smite, counterspell, pulse wave
4th level (3 slots): gravity sinkhole, hallucinatory terrain
5th level (1 slot): synaptic static
Muddle (Recharge 5–6). The crystalloid guardian targets one creature within 30 feet. The target must succeed on a DC 20 saving throw. If they fail, they lose concentration on any spell they are casting, and suffer one of the following ailments:
• 15-19: Blinded or Deafened for 2 turns
• 10-14: Frightened for 2 turns
• 5-9: Stunned for 2 turns
• Less than 5: Charmed for 2 turns
• Critical Fail: Add one level of exhaustion
Beam. (Recharge 5–6).The crystalloid guardian focuses a beam of energy in a 60-foot line that is 5 ft. wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 4d6 radiant damage on a failed save, or half as much damage on a successful one.
Slam. Unarmed Strike: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Psionic Wits (Recharge 5–6). As a bonus action, the crystalloid guardian targets a creature within 30 feet. Until the next turn, the crystalloid guardian rolls with advantage against that creature, or that creature rolls with disadvantage against the crystalloid guardian.
Concentration Breaker. The crystalloid guardian can use muddle as a reaction to attempt to disrupt a spell before it is cast.
Energy Wave: When the crystalloid guardian takes lightning, fire, or radiant damage, it can use a reaction to transform some of the damage into energy. Its next beam attack does both 4d6 radiant damage and 4d6 lightning damage on a failed save, or half as much damage on a successful one.
Description
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