Bullet Sponge. Creatures within 30ft of Crystalline Carl must make a DC wisdom 16. If they fail they will only ever attack Crystalline Carl until they succeed the DC which they can repeat each turn.
Down But Never Dead. Whenever Crystalline is knocked unconscious he comes back with a halve of his health health next turn order.
Kevlar Vest. With his Kevlar Vest Crystalline takes halve damage from any projectile such as bullets and arrows.
Armament Haki. Crystalline Carl can take half damage for the next two turns five times a turn or he can do double the die damage for the next two turns five times a day.
Crystal Pistol. Ranged Weapon Attack. 1d20+5 to hit. 10/70ft range 15ft cone. 3d6+5 piercing damage.
Smoke Bomb. Stealth Action. Smoke bomb makes a 60ft large cloud, creatures within the cloud have advantage on stealth checks and creatures can only see 10ft in front of them.
Toxic Bomb. Ranged Weapon Attack. 20/50ft range. When thrown the bomb makes a 20ft large toxic cloud. Targets within the cloud must make a DC constitutions 17, on a failed save targets take 4d8 poison damage and 2d8 necrotic damage. Or halve as much on a successful save.
Switch Blade. Melee Weapon Attack. 5ft range. 1d20+5 to hit. 1d10+5 piercing damage.
Substance Dosage. Buff Up. As an action Crystalline consumes a dose of substances healing 8d4 hitpoints, gaining an extra action for the next two turns, and gaining an extra 20ft of movement speed for the nest two turns. Doing this gives him disadvantage on all rolls for four turns after the effects were off.
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