Large Elemental, Unaligned
Armor Class 18 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 10 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
2 (-4)
WIS
8 (-1)
CHA
7 (-2)
Damage Resistances All damage but Force, Radiant, and Psychic
Condition Immunities Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Blindsight 120 ft., Passive Perception 9
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Crystal Vulnerability. The crystalisk has groups of crystals on its three legs. Creatures that are fighting the crystalisk can target the legs, if they do so the effective AC of the crystalisk increases by 2, any hit against the crystals is considered to be vulnerable to all damage types that the crystalisk is normally resistant to.

If a player does 25 damage to the crystalisk when targeting a leg with a crystal on it, then the crystal on that leg shatters. When it shatters it stuns the crystalisk until the end of its next turn and the crystals that shatter are considered to be 2d4 amber gemstones.

Once a crystal is destroyed on a leg, instead of the damage types being vulnerable, creatures will just deal normal damage if they hit that leg using those damage types.

Gem-pain Showers. When the crystalisk dies, it explodes. Creatures within 5 feet of the blast need to make a DC 13 Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save or half as much on a successful one.. When it dies all of the gems that were embedded in it body shoot out in a shower of crystals. The resulting crystals that can be recovered are considered to be equivalent to 4d4 amber gemstones.

Volcanic Volatility (Volcanic Crystalisk Only). When the vocanic crystalisk dies, its explosiondeals 5d6 fire damage instead of the normal damage of other variants. Additionally, Volcanic Crystalisks are incredibly weaker than their standard variants. They have only 30 hit points and deal far less damage with their attacks.

Actions

Rock Volley. Ranged Weapon Attack: +5 to hit, range 30/120, one target. Hit: 13 (3d6 + 3) piercing damage or 6 (1d6 + 3) fire damage (Volcanic Crystalisk Only).

Quake. The crystalisk plants its legs and starts to bash it's body rhythmically into the ground, causing the ground around it to quake and damaging any nearby creatures. Any creatures within 10 feet of the crystalisk must make a DC 15 Strength saving throw, taking 3d8 bludgeoning damage or 1d8 fire damage (Volcanic Crystalisk Only) on a failed save or half as much on successful one.

Description

Echo Log, ecological report #12043:

"Crystalisks, as the locals have taken to calling them, used to be docile in nature, until the more cruel dahl corporate heads started to mine their kind for the rare gems that grow throughout their bodies. Now they are far more paranoid and will attack any creature that comes within range of its blindsight.

They are slow and stocky creatures that normally hit hard. They prefer to stick to staying away from their enemies and hurling rocks at them. Well, more like obsidian shards if I'm to be honest here. If this is simply to drive potential hostiles off or if this is done with the intent to kill is unknown, either way, the projectiles are deadly and have killed members of the atlas biological preservation forward operations team.

It is best to stay away from these beasts unless if you want to either get filled with volcanic glass or if you want to get crushed under the weight of a living hunk of rock. But if you have to pass these things, it is generally best to either run away from them, or aim for their legs."

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2021 7:06:58 PM
3
0
--
Coming Soon
10/23/2021 8:09:23 PM
2
0
1.1
Coming Soon

Habitat: Mountain

Th3_3xperienc3

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