Devouring Energy.
Creatures within 10 feet of the crystal cannot regain hit points by any means. If they are the target of a healing spell or effect, the crystal regains hit points instead.
Pulsing Corruption
Creatures who begin their turn within 10 feet of the crystal or enter the radius for the first time on their turn must succeed a DC 17 Con Saving throw or take 3d8 necrotic damage. The crystal also summons 2 Shards of Corruption. On a save, they take half damage and only 1 Shard of Corruption is summoned.
Sunlight Weakness
While a corrupted crystal is in direct sunlight, its Devouring Energy and Pulsing Corruption abilities are inactive. If no Heart of Corruption is present within 1 mile while it is in sunlight, it shatters.
Description
Enter a general description for your monster here.
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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