Crystalline Aura: The Crystallized Mage is surrounded by a protective aura of crystal shards. Melee attacks against the mage deal 1d6 piercing damage to the attacker.
Innate Spellcasting: The Crystallized Mage's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The mage can innately cast the following spells, requiring no material components:
- At will: Mage Armor, Detect Magic
- 3/day each: Misty Step, Shatter, Wall of Force
- 1/day each: Wall of Ice, Cone of Cold
Spellcasting: The Crystallized Mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The Crystallized Mage has the following wizard spells prepared:
- Cantrips (at will): Ray of Frost, Minor Illusion, Prestidigitation, Blade Ward
- 1st level (4 slots): Magic Missile, Shield, Chromatic Orb
- 2nd level (3 slots): Mirror Image, Scorching Ray, Melf’s Acid Arrow
- 3rd level (3 slots): Counterspell, Fireball, Lightning Bolt
- 4th level (3 slots): Ice Storm, Polymorph
- 5th level (1 slot): Cloudkill
Crystalline Manipulation: The Crystallized Mage can use its action to perform one of the following effects:
- Summon Crystal Imps (Recharge 5-6): The Crystallized Mage can summon 2d4 Crystal Imps in unoccupied spaces within 30 feet. These imps obey the mage's commands and act on their own initiative count.
- Create Crystal Elemental (1/Day): The Crystallized Mage can create a Medium Crystal Elemental by coalescing nearby crystals. The elemental remains for up to 1 hour, until it drops to 0 hit points, or until the mage dismisses it as a bonus action.
- Crystal Control: The Crystallized Mage can manipulate any crystalline structure within 60 feet. It can reshape crystals, creating difficult terrain in a 20-foot radius, or create a crystalline barrier (20-foot-long, 10-foot-high wall with 50 HP). The barrier lasts for 1 minute or until destroyed.
Actions
Multiattack: The Crystallized Mage makes two attacks with its Crystal Shard or casts one spell and uses its Crystalline Manipulation.
Crystal Shard: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 13 (3d6 + 4) piercing damage.
Shatter Crystal (Recharge 6): The Crystallized Mage can cause a crystal within 60 feet to explode violently. Each creature within 10 feet of the crystal must make a DC 16 Dexterity saving throw, taking 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.
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Legendary Actions
The Crystallized Mage can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crystallized Mage regains the spent legendary action at the start of its turn.
- Crystalline Burst: The Crystallized Mage causes a burst of sharp crystals to erupt from the ground at a point within 60 feet. Each creature within 10 feet of that point must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) slashing damage.
- Manipulate Crystals: The Crystallized Mage reshapes nearby crystals to either create difficult terrain in a 10-foot radius or form a small crystal barrier (5-foot by 5-foot wall with 15 HP).
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Description
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Lair and Lair Actions
Lair Actions:
If the Crystallized Mage is encountered in its lair, it can take lair actions on initiative count 20 (losing initiative ties):
- Crystal Growth: Crystals sprout from the ground in a 20-foot radius centered on a point the mage can see within 120 feet. This area becomes difficult terrain.
- Crystalline Reflection: The mage can reflect light off the crystals, creating blinding flashes. Each creature of the mage’s choice within 60 feet must make a DC 16 Constitution saving throw or be blinded until the end of their next turn.
- Crystalline Barricade: The mage creates a barricade of crystals up to 20 feet long and 10 feet high. The barricade has 50 HP and blocks line of sight.
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