Absorb Lightning. The Crystal absorbs lightning strikes that would hit the surrounding area, gaining one charge for each strike, to a maximum of 2. Regenerate 10 hit points for each absorbed lightning strike.
You may expend a charge to do one of the following:
Add two extra damage die to an attack.
Immediately recharge Thundershock.
Give another Lightning Crystal or Crystalline Lightning Horror within 400ft a charge.
Go into a defensive stance, causing anyone who comes within 10 ft to take 2d6 (2d6) lightning damage instead. Fly speed becomes 10 ft during this mode. can be canceled as a reaction.
Spellcasting. The Crystalline Lightning Horror is a 7th-level spellcaster. Its spellcasting ability is Constitution (spell save DC 15, +7 to hit with spell attacks). The Crystalline Lightning Horror has the following wizard spells prepared:
Cantrips (at will): Lightning Lure, Thunderclap
1st level (4 slots): Absorb Element, Fog Cloud, Shield, Thunderwave
2nd level (3 slots): Blur, Enlarge/Reduce, Shatter
3rd level (2 slots): Thunderstep, Lightning Bolt
4th level (1 slots): Blight
Multiattack. The elemental makes two ranged attacks.
Electricute. Ranged Weapon Attack: range 100/400ft +9 to hit, reach 50 ft., one target. Hit: 17 (2d10 + 5) lightning damage.
Thundershock (Recharge 5–6). Ranged weapon attack: range 40ft. Send a supercharged bolt of lightning that can arc and chain its self up to 3 targets within 10 ft of one another. +9 to hit, 6d8+5 lightning damage and is only able use an action or move until the end of the effected creatures' turns.
If there is only one target, this attack instead deals 9d8+5 (9d8 + 5) lightning damage instead.
Description
A small crystal infused with lightning and raw magic. it draws in lightning strikes within a half mile radius, absorbing each of them. It glows a bright blueish purple with a light that emits out 100ft, dim light for another 100ft. It floats 60-100ft above the air depending on how many charges it has, the more it has, the higher the crystal floats.
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