Medium Elemental, Neutral
Armor Class 16 (natural armor)
Hit Points 50 (8d8 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Bludgeoning, Thunder
Damage Immunities Force, Necrotic, Poison, Psychic
Senses Darkvision 60 ft, Tremorsense 60 ft, Passive Perception 10
Languages Telepathy
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Crystal Camouflage. The homunculus can camouflage itself amongst large beds of crystalline structures, whilst the homunculus is doing so its dexterity (stealth) check counts a natural 20 and it cannot be differentiated from regular crystals through nonmagical means.  

Psionic Reflection. The crystal homunculus reflects any psychic damage taken to all hostile creatures within 60 ft.

Resonance scream. When the crystal homunculus is reduced to 0 hp, any hostile creature within 60 ft takes 13 (3d8) psychic damage. 

Innate Spellcasting. The crystal homunculus innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The crystal homunculus has the following spells prepared, requiring no material components:

(At will): Mind silver (2d6)

Actions

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and 3 (1d6) psychic damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underdark

Damakos69

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