Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Crystalline Tail. Whenever the crysmal takes cold, fire, or lightning damage, its tail becomes charged with that damage type until it becomes charged with a different one. The crysmal's tail attack deals an additional 2d6 damage of the damage type it is charged with.
Additionally, if the crysmal is missing its tail at the start of its turn, roll a d6. On a roll of 5-6, its tail reforms.
Elemental Augment (1/Day). As a bonus action on its turn, the crysmal charges its tail with cold, fire, or lightning.
Innate Spellcasting (Psionics). The crysmal's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: catapult, jump
Multiattack. The crysmal makes three attacks: two with its claws and one with its tail.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.
Tail. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 6 (1d6+3) piercing damage. If the crysmal makes a ranged attack with its tail, the tail explodes on impact, hit or miss. Each creature within 5 feet of the target, including the target, must make a DC 13 Dexterity saving throw. A creature takes the same damage as the initial attack on a failed save, or half as much damage on a successful one. The crysmal is then unable to make tail attacks until its tail reforms.
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