Crystal Organs. The volcanic crystalisk has crystalline growths on each leg, which each hold 1/3 of its max HP. Damage to a leg is damage to the full crystalisk. If a leg is fully depleted of HP, roll 1d6. The result is the number of intact crystals that drop from the destroyed leg and onto the ground. Each crystal has no purpose aside from being a liquid asset that can be instantly converted to 5 gp when added to a character's inventory.
Rock Body. The volcanic crystalisk is highly resistant to attack, except for attacks specifically targeting the crystals on one of its three legs. To attacks targeting the legs, it is highly vulnerable.
Self Destruct. When killed, the volcanic crystalisk's body sinks into the surface it's standing on and then explodes. All creatures in 10 feet must make a DC 14 Dexterity saving throw. Creatures take 4d8 thunder damage on a failed save, or half as much on a successful one.
Stomp. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d6 + 9) bludgeoning damage.
Crystal. Ranged Weapon Attack: +6 to hit, range 30/45 ft., 1 target. Hit: 20 (3d8 + 8) fire damage.
Description
Dwelling deep in volcanic environments, volcanic crystalisks are strange three-legged creatures with bodies seemingly made of hard rock. They have crystals growing out of each leg. These crystals appear to be some kind of vital organ, as when all the crystals on one's body are removed or destroyed, the creature dies in a violent explosion.
Unfortunately for these poor creatures, the crystals are rather valuable, and when they were more docile, they would be mined like living ore deposits, killing them. This gave all the crystalisks alive today an inborn hatred of humanoids.
Lair and Lair Actions
Volcanic crystalisks dwell in caves, mountains, and volcanoes.
Lair Actions
On initiative count 10 (losing initiative ties), the volcanic crystalisk takes a lair action to cause the following effect.
- A tremor shakes the lair in a 60-foot radius around the crystalisk. Each creature of Large size or smaller on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
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