Amphibious. The Chrysomallonoid can breathe air and water.
Hydrothermal Power. Fire Damage dealt by the Chrysomallonoid is not reduced from a creature being submerged in water.
Innate Spellcasting. The Chrysomallonoid's innate spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
at will: Dancing Lights
3/day each: Burning Hands, Absorb Elements, Fog Cloud
1/day each: Scorching Ray (3 beams), Water Walk, Slow
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) bludgeoning damage plus 5 (1d8) fire damage.
Lava Globule. RangedSpell Attack: +5 to hit, range 20/60ft., one target. Hit: 12 (2d10) Fire damage.
Description
The Chrysomallonoids are a deep ocean dwelling mollusc humanoids that live in hydrothermal vents. Their shells are made of black Iron and their crimson bodies covered in scales. It is said that long ago, their ancestors delved deep into the earth and found a great elemental that imbued them with the power of fire.
Whilst they spend most of their time crawling the vents for bacteria and minerals to eat, they spend an equal amount of time studying and teaching. They manipulate volcanic currents to build spectacular volcanic structures to store their knowledge-etched crystals they have gathered. Some of these communities are so desperate for the pursuit of knowledge, that they will travel to the surface to take it by force...
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