Small Elemental, Lawful Neutral
Armor Class 16 Natural Armor
Hit Points 45 (10d6 + 10)
Speed 30 ft., Burrow 20 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
6 (-2)
WIS
10 (+0)
CHA
14 (+2)
Skills Athletics +4, Perception +4, Stealth +4
Damage Resistances Lightning; Piercing and Slashing from Nonmagical Attacks that aren't Adamantine
Damage Immunities Cold, Fire, Poison
Condition Immunities Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Understands Terran, but does not speak.
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Stone Camouflage. The crysmal has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Crystal Sense. The Crysmal can pinpoint, by scent, the location of crystals and gems within 30 feet of it.

Innate Psionics. The Crysmal can innately manifest the following:
Cantrips (at will): Minor Illusion (Sound only), Mind Sliver
3/day: Dimension Door, Mind Blank

Actions

Sting. Melee Weapon Attack: +4 to hit, reach 4 ft. Hit: 16 (4d6 + 2) piercing damage. 

Shard Spike. (Recharge 6) Ranged Weapon Attack: +4 to hit, range 60 ft., Hit: 21 (6d6) piercing damage to the target and 5 (2d4) points of piercing damage to all creatures in adjacent squares.

Description

A conglomerate of stone and crystal, a crysmal above all else seeks to perpetuate its kind.

Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substance for this reproductive cycle: To make a single juvenile, a crysmal generally needs eight to ten gems, each of 25 gp value or more.

Tomcav

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