Crystal Body. Attacks made with non-magic weapons that aren't adamantine have disadvantage on attack rolls against the Crystal Devourer.
Magic Absorption. Whenever the Crystal Devourer is subjected to a spell that deals damage it gains temporary hit points equal to the damage dealt by the spell.
Multiattack. The Crystal Devourer makes three attacks: One with its bite and two with its crystalline tendrils.
Bite. Melee Weapon Attack: +7to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) piercing damage plus 7 (2d6) necrotic damage.
Crystalline Tendril Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 4) slashing damage plus 14 (4d6) force damage.
Luminescent Pulse (Recharge 5-6). The Crystal Devourer releases a burst of luminescent energy in a 20-foot radius sphere centered on itself. Each creature in that area must make a DC 16 Constitution saving throw, taking 28 (8d6) radiant damage on a failed save, or half as much on a successful one. Creatures that fail the saving throw are also blinded until the end of their next turn.
Legendary Resistance (3/day) If the Crystal Devourer fails a saving throw it can choose to succeed instead.
Description
The Crystal Devourer is an aberration that thrives on the magical energy that it can absorb through crystals imbued with it. Most commonly found on a moon in the Astral Plane called Gorgaros, where such crystals are in abundance, it is passive to creatures that do not threaten its source of energy. While it is unclear how or why these aberrations have come into existence, they appear to be made from an unholy fusion of crystal and grotesque flesh, causing some to speculate that they may be a product of a Necromancer's experiments.
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