Rising Anger. If the Crystal Guardian drops below 50 HP then all of the Crystal Guardian makes all rolls with advantage. If the Crystal Guardian drops below 20 HP then the Crystal Guardian makes 3 attacks each turn. If the Crystal Guardian drops below 5 HP then the Crystal Guardian can cast the spell Finger of Death as a bonus action.
Vengeful Life. If the Crystal guardian dies then the thing that killed it (if there is one) takes (1d20 + 5) necrotic damage.
Spellcasting. The Crystal Guardian is a 5th-level spellcaster. Its spellcasting ability is wisdom (spell save DC 17, +3 to hit with spell attacks). The Crystal Guardian has following bard spells prepared:
Spells (6/day): Minor Illusion, Thunderclap, Mage Hand, Command, Earth Tremor, Sleep, Thunderwave, Fear
Multiattack. The Crystal Guardian makes a bite attack and a 2 tale whip attacks.
Bite. Melee Weapon Attack: (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: (1d8 + 3) slashing damage.
Tale Whip. Melee Weapon Attack: (1d6 + 2) slashing damage
If the Crystal Guardian is under 5 HP then it can cast Finger of Death as a bonus action.
The Crystal Guardian is known to protect the crystal of truth, and nobody has ever survived trying to get the crystal.
Storm Breath (Costs 3 Actions). The Crystal Guardian exhales a gust of stormy breath that dose (1d12 + 4) thunder damage, (1d8 + 2) lightning damage, and (1d10 + 1) cold damage.
Attack. The Crystal Guardian makes an attack.
Move. The Crystal Guardian moves up to it's full speed
Description
A huge blue furry beast with sharp teeth and horns.
Lair and Lair Actions
It starts at the top of a stone-well. If you jump in you fall 100ft. down to the bottom and land in water. There is an under-water-maze that leads to an enormous cave. In the cave, lies the crystal of truth. The Crystal Guardian is guarding it.
Lair Actions
On initiative count 12 (losing initiative ties), the Crystal Guardian takes a lair action to cause one of the following effects; the Crystal Guardian can’t use the same effect two rounds in a row:
- Crumble. The cave shakes and part of the cave crumbles. The cave becomes difficult terrain. Each character and creature (not including the Crystal Guardian) must succeed a DC 14 dexterity saving throw or take (1d8 + 3) bludgeoning damage and be knocked prone.
- Water Fill. The cave fills with water. If this action is used 5 times than the cave is half full of water. If this action is used 10 times than the cave fill to the top with water and the characters are at risk of drowning.
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