Medium Elemental, Any Alignment
Armor Class 16 Natural armor
Hit Points 57 (6d8 + 30)
Speed 20 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws INT +8, WIS +8, CHA +7
Damage Resistances Cold, Fire, Lightning, Psychic, Radiant; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Petrified, Poisoned
Senses Blindsight, Passive Perception 16
Languages Telepathy
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

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

Actions

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. 

Bonus Actions

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. 

 

Reactions

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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Habitat: ArcticDesertForestHillMountainUnderdarkUrban

DeezyDee

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