Devil's Sight. Magical darkness doesn't impede the invoker's darkvision.
Innate Spellcasting. The invoker's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The invoker can innately cast the following spells, requiring no material components if it is wielding its staff:
At will: darkness, detect thoughts, fear, hallow, invisibility (self-only), sending, thaumaturgy
3/day each: chilling darkness (new), finger of death, plane shift
1/day each: midnight (new), power word stun, prismatic spray, teleport
Infernal Refraction (3/Day). Once per turn when the invoker takes radiant damage, one creature of its choice within 30 feet of it must succeed on a DC 15 Dexterity saving throw or else suffer the effects of the prismatic spray spell.
Infernal Weapons. The invoker's weapon attacks are magical. When the invoker hits with any weapon, the weapon deals an additional 1d8 fire damage plus 1d8 necrotic damage (included in the attack).
Magic Resistance. The invoker has advantage on saving throws against spells and other magical effects.
Master Telepathy. The invoker can perceive and understand the content of any telepathic communication that is used within 120 feet of it. Also, it can't be surprised by creatures that have any form of telepathy, and it is immune to any effect that would sense its emotions or read its thoughts.
Multiattack. The invoker casts a spell with a casting time of 1 action, then makes two attacks with its hell ray or staff.
Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands, plus 4 (1d8) fire damage and 4 (1d8) necrotic damage.
Hell Ray. Ranged Spell Attack: +10 to hit, range 150 ft., one target. Hit: 27 (4d10 + 5) force damage plus 9 (2d8) fire damage and 9 (2d8) necrotic damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Infernal Shardburst (Recharge 5–6). The shattersoul splits into a swarm of burning shards that fly to a new location before reforming. The shattersoul teleports up to 120 feet to an unoccupied space that it can see. Black flames burst within 30 feet of the shattersoul's starting position and ending position. Each creature in the area must make a DC 18 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a success.
Description
Most crystalkin that find their way to the Nine Hells are unable to escape, held in torment by the devils who live there. After enough time in the plane of Law and Evil, a crystalkin's innate gem color is washed out and filled with darkness, transforming the crystalkin into a devil that other crystalkin refer to as a shattersoul.
The archdevils of the Nine Hells have considerable use for shattersouls among their underlings. These fiendish crystalkin take very easily to the dark and evil magic that permeates their wicked realm, and their old affinity for telepathy has been transformed into a potent mastery of all forms of thought. They are often educated as sorcerers and warlocks, trained to focus the intense power of the Nine Hells through their crystalline body as fiendish magic. The most advanced of these shattersoul mages are known as invokers.
Shattersoul invokers have the ability to channel the dark energies of the Nine Hells through their bodies as if the hellish darkness were light refracting through a prism. This grants them spellcasting abilities beyond the limits of most mortal mages, including the power to twist light into dark magic within their obsidian bodies.
Shattersoul invokers are ordained in their roles by the archdevils themselves. Once a shattersoul demonstrates sufficient magical power to their tutors, they're brought before the archdevil that they are to serve. The archdevil grants the role of invoker to the shattersoul, and as part of doing so, bestows a black diamond staff upon the fallen crystalkin. The staff displays their status to other devils and reminds them what they have sacrificed for power.
Crystalkin are a race of humanoids found in the D&D Unleashed compendium The Elements & Beyond. They hail from beyond the Astral Plane, where they are born as fragments of the great Mother Crystal.
Crystalkin are called to travel the planes and discover their destiny, but extended time in certain planes might infuse their crystal lattice with different magic, severing their psychic connection with the Mother Crystal and changing the crystalkin's innate nature forever, and even altering them into a different type of creature entirely.
Crystal Nature. A crystalkin (of any kind) does not require air, food, or drink.
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