Tiny Swarm of Small elementals, Lawful Neutral
Armor Class 12 Natural Armor
Hit Points 22 (5d8)
Speed 30 ft., Burrow 20 ft.
STR
6 (-2)
DEX
14 (+2)
CON
12 (+1)
INT
5 (-3)
WIS
8 (-1)
CHA
10 (+0)
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 1/2 (100 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.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points

Actions

Sting. Melee Weapon Attack: +2 to hit, reach 5 ft. Hit: 10 (4d4) piercing damage or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.

 

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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