Medium Elemental, Any Evil Alignment
Armor Class 14
Hit Points 17 (2d8 + 8)
Speed 30 ft., Burrow 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
18 (+4)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +6
Damage Vulnerabilities Thunder
Damage Resistances Piercing, Slashing
Condition Immunities Blinded, Charmed
Senses Tremorsense 60ft., Passive Perception 10
Languages Understands Primordial and Terran
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Harden. At the start of its turn, the elemental can choose to have disadvantage on all melee weapon attack rolls during that turn, causing all attack rolls against it to have disadvantage until the start of its next turn.

Sharpen. At the start of its turn, the elemental can choose to have advantage on all melee weapon attack rolls during that turn, causing all attack rolls against it to have advantage until the start of its next turn.

Actions

Crystal Knife. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) Slashing damage. 

 

Description

Crystal like monsters (Think Regice).

On each of the effigies is a symbol in the shape of an open eye. The marks appear in a different place on each effigy and seem to be formed naturally from cracks in the crystal. Noticing the marks requires a DC 10 Intelligence (Investigation) check.

A DC 12 Intelligence (Arcana or Nature) check reveals the vulnerabilities and immunities of the creatures.

The effigies shatter when they are defeated. A crystal knife can be recovered from each effigy along with 2d4 teardrop crystals worth 5 gp each.

Monster Tags: humanoid

ChristopherThibodeau