Armor Class
5
(Natural Armor)
Hit Points
5
(1d6 - 3)
Speed
STR
5
(-3)
DEX
4
(-3)
CON
20
(+5)
INT
1
(-5)
WIS
2
(-4)
CHA
1
(-5)
Saving Throws
CON +8
Damage Immunities
Poison
Condition Immunities
Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Poisoned, Prone, Stunned, Unconscious
Senses
Passive Perception 1
Languages
Challenge
5 (1,800 XP)
Proficiency Bonus
+3
Traits
Ticking Time Bomb. The crystalline aberration always goes last in the combat order.
Actions
Explosive Undoing. Melee Weapon Attack: -2 to hit, reach 10 ft., 4 targets. Hit: 2 (1d4) slashing damage. All targets must make a DC 12 Wisdom saving throw or be frightened by the crystalline aberration and the thing for the next round.
Unstable Resonance. RangedWeapon Attack: -2 to hit, range 5/10 ft., 1 target. Hit: 7(1d20 - 3) slashing damage plus 2 poison damage. The crystalline aberration dies after this attack.
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