Medium Humanoid, Lawful Evil
Armor Class 15 Natural Armour
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
15 (+2)
Saving Throws INT +7, WIS +4
Skills Arcana +8, Perception +5, Stealth +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Condition Immunities Charmed, Poisoned
Senses Darkvision 60ft, Passive Perception 15
Languages Common, Infernal, Primordial
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

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

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.

Bonus Actions

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Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

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).
Mythic Actions

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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.
DeathByKevin

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