Spell Absorb: The Crystal Beast can absorb spells that come its way, and use the spells for themselves.
When the Crystal Beast has one spell absorbed, it can't absorb another spell (rare ones can absorb and control 2 spells at a time), only the current spell it. When the Crystal Beast absorbs a new spell, reroll for the spell slots.
3 ways the Crystal Beast can get rid of its current spell:
1 - Using the spell too much
They can't keep the spell forever. 2d6 to determine the amount of spell slots. And whatever the spell level is (and the creature uses it) that's how many points is cut off.
Example: Level 3 - spell slots of 5 = 2 spell slots left (3-5=2). And when the creature's spell slots turn to zero, they can no longer use the spell they absorbed and they can now absorb a new spell.
2 - Ejecting the spell (Only when a spell is absorbed)
Ejecting the spell releases the spell that is currently being used (like an explosion). And the explosion damage depends on how many spell slots the creature has left.
Spell Slots left:
Example: Spell slots left, 2 so roll 1d4 to determine the damage you take.
- Spell Slots: 1-3 Damage: 1d4 Range: 10ft
- Spell Slots: 4-6 Damage: 1d6 Range: 15ft
- Spell Slots: 7-9 Damage: 1d8 Range: 20ft
- Spell Slots: 9-10 Damage: 1d10 Range: 25ft
- Spell Slots: 11-12 Damage: 2d8 Range: 30ft
Area of Effect: Depending on what spell is ejected, is what save you roll.
Example: Gas or poison - roll a Con save. Mainly a Dex save.
3 - Dying
Dying has the same effect as ejecting. But the damage is reduced by 4. And the range is reduced by 5ft.
Spell Resistance:
Whatever spell that is currently absorbed, the Crystal Beast is immune to that spell.
And if For example: the Crystal Beast is immune to fire and a fire spell hits it, it does no damage. Roll 1d8 to see if it gains the amount of spell slots the amount of damage the fire spell could have done.
4 or lower, doesn't gain any spell slots. 5 or high, does gain spell slots equal to the damage.
Treasure:
You gain XP (of course) and a Absorbent Crystal.
Unarmed Strike: Range: 5ft, Damage: 3
Spell Absorb: Success: 10+ (+ character level divided by 2. If odd, the lowest number), Range: Spell touching the Crystal Beast.
Spell Bounce (spells that are absorbed): Depending on what spell got absorbed, that's the damage, range, attack, etc.
Eject: Spell Slots Left (more info on the left):
1-3: 1d4, 10ft 4-6: 1d6, 15ft 7-9: 1d8, 20ft 9-10: 1d10, 25ft 11-12: 2d8, 30ft
Crystal Beasts can be in small communities, some hostile, mainly passive (unless provoked). Or they can be wanderers, or have their own house be themselves. Mainly found in caves.
Sees Player: If close enough to their territory, they will either confront you or sound an alarm. If not they will leave you alone.
Attacked By Player: They will attack you back. Others may attack you too.
Dying: Dying has the same effect as ejecting. But the damage is reduced by 4. And the range is reduced by 5ft.
Description
The Crystal Beast (mainly humanoid) is entirely made of crystals.
The color of crystals are mainly clear with a slight shade of pink. May be darker and lighter in some areas.
The crystals change color corresponding to what spell it currently possesses.
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.
Previous Versions
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