Medium Humanoid, Any Alignment
Armor Class 18 Natural Armor
Hit Points 48 (6d8 + 18)
Speed 20 ft., Swim 20 ft. (Cannot swim up)
STR
13 (+1)
DEX
8 (-1)
CON
16 (+3)
INT
9 (-1)
WIS
16 (+3)
CHA
6 (-2)
Saving Throws CON +5, WIS +5
Skills History +8, Survival +5
Damage Immunities Fire
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages Aquan, Common (Can understand but not speak)
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Actions

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...

Monster Tags: humanoid

Habitat: CoastalUnderwater

BagungaBoginga

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