Crystal Coat. Parts of the Critter's body are covered by hard crystals that protect it from harm. As long as its crystals remain, it can use its Crystal Thorn attack, has resistance to piercing, slashing, and lightning damage, and its AC is equal to 13 + its Dexterity modifier. If the Critter takes 10 or more points of bludgeoning damage from a single source, it loses its crystals, which are then scattered around it and can be collected. The crystals grow back after 1d8+2 days.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage.
Crystal Thorn. Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 4 (1d4+2) piercing damage, and the target must succeed on a DC 12 Wisdom saving throw or be Charmed for 1 minute. The Crystal Critter has advantage on Dexterity (Sleight of Hand) checks against creatures Charmed by it.
Agile. The Critter can attempt a Dexterity (Sleight of Hand) check to steal valuables, or take the Disengage action.
Quick Burrow. When the Critter is targeted by an attack or spell that it can see, it can use its reaction to quickly burrow itself a few inches into the ground, granting itself Half Cover until the start of its next turn.
Description
Hoarder. The Crystal Critter is naturally attracted to shiny valuables (such as coins and gemstones), which it collects and takes to its underground den.
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