Small Aberration, Neutral
Armor Class 16 Natural armor +5
Hit Points 42 (6d6 + 15)
Speed 20 ft., Walk 20 ft.
STR
14 (+2)
DEX
11 (+0)
CON
16 (+3)
INT
5 (-3)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws STR +4, CON +5
Skills Perception +5
Damage Resistances Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Thunder
Condition Immunities Blinded, Petrified, Poisoned
Senses Darkvision, Tremorsense, Passive Perception 13
Languages Terran Can understand Terran but is unable to speak it Terran (Cant speak but can understand)
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Shatter Blast recharges 5/6: The Copper Coblyn will channel a shock wave around itself, dealing 3D8 thunder damage to anything and any non organic material(weapons/armor) they might be holding within 5ft of it. Magic items are immune from this.

  • Earth imitation: Copper Coblyn's can mold the earth around them, sinking into it to imitate themselves as a crystalline rock, giving them advantage to stealth checks while stationary 
Actions

Action Name. Multi Attack (the creature will attack with 2 tenticle attacks)

Action Melee Attack. Tentacle attack +5 to hit (1D6+3 Bludgeoning damage)

 

Reactions

1+Tentacle attack +5 to hit (1D6+3 Bludgeoning damage)

Description

These Timid aberrations have only recently been encountered, due to them living deep in the under dark, in the large crystal cluster formations, typically living of herds of 20-30, they often don't seek conflict as they have no need to hunt, cultivating and eating the crystal that they live in.

although they are a passive creatures they will attack if provoked, and as they live in large herds they can be a dangerous encounter for any adventurer.

Physical Characteristics: Standing 2 and a half ft tall on 6 long spindly legs, their shell looks to be made of solid rock and crystal, making it extremely hard to damage, with 2 small eye stalks poking from the front.

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.

Monster Tags: abberation

Habitat: MountainUnderdark

NMLGLeslie

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