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)
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.
Enter the description for how bonus actions work for your monster here.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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