Crystaline Scales. The Crystalisk's scales reflect nearby lights in an odd prismatic pattern within 15 feet of it. Each creature within 15 feet of this pattern must succeed on a DC 13 Constitution saving throw or be blinded until the end of the crystalisk's next turn.
Magic Resistance. The Crystalisk has advantage on saving throws against spells and other magical effects.
Charge. The Crystalisk moves up to 20 feet in a straight line and can move through the space of any creature smaller than Large. The first time it enters a creature’s space during this move, it uses its sharp crystal scales against that creature and does 11 (2d10) slashing damage. The target must also succeed on a DC 14 Strength saving throw or be knocked prone.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Crystal Shard. Ranged Weapon Attack: [ +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, the creature magically begins to turn to crystal and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
Description
A crystalisk is a multilegged horror, while its form is lizardlike, its hide is made from the jagged crystals of the caves it dwells in. The crystaline hide forms jagged shards and spines along the back of the creature. It can hurl these spines at its victims and transform them into a crystal. With its strong jaws, the creature consumes this crystal, which returns to organic form in its gullet. Its hid is prismatic and prized among artists and artizans for the way light reflects and refracts when passed through it. Many an unwary have been struck blind as they inadvertantly enter the crystalisk's lair with a lit torch.
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