Medium Humanoid (Ranger)
Armor Class 18 Crystal Halfplate
Hit Points 45 (7d8 + 20)
Speed 30 ft.
STR
12 (+1)
DEX
20 (+5)
CON
14 (+2)
INT
15 (+2)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +8, CON +5, WIS +7
Skills Acrobatics +5, Athletics +4, Insight +7, Perception +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Truesight 30 ft., Passive Perception 17
Languages any two languages, telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Crystalline body. At the start of each of its turns, the crystal knight regains 10 hit points, provided the crystal knight has at least 1 hit point.

Magic Weapons. the Crystal knight has magical weapons for overcoming resistances to nonmagical damage as well as increased accuracy and damage.

Touch of Death. once per turn the Crystal knight can be more vicious that normal with it's strikes, adding an extra 24 points of necrotic damage.

Actions

Multiattack. The Crystal Knight attacks four times with its Crystalline pistol. or 2 times with it's dagger

Crystalline Pistol. Ranged Weapon Attack: +11 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) force damage.

Holdout Dagger. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (3d4 + 5) force damage.

Innate Spellcasting (Psionics). The inquisitor casts one of the following spells, requiring no components and using Wisdom as the spellcasting ability (spell save DC 15):

At will: detect magic, detect thoughts, dispel magic, sending

1/day each: dimension door, fly, greater invisibility

Bonus Actions

Blink Step. The inquisitor teleports up to 60 feet to an unoccupied space it can see.

Description

remnants of the once great city to the west, the crystal knight's legion is in effect all that remains now of the only city that actively fought back against their titans when they came bounding over the horizon.

synth_001

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