Medium Elemental, Unaligned
Armor Class 15 Natural Armor
Hit Points 60 (15d8)
Speed 30 ft.
STR
13 (+1)
DEX
8 (-1)
CON
10 (+0)
INT
12 (+1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +3, INT +3
Skills Insight +14
Condition Immunities Deafened, Poisoned
Senses Blindsight The sound waves in the crystals can help locate movement (like echo location)., Passive Perception 12
Languages Crystain, Some Common
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

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.

Actions

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

Reactions

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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Monster Tags: humanoidElemental

Habitat: Mountain

SHEEPtaken

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