Huge Monstrosity, Neutral
Armor Class 20 Natural
Hit Points 250 (20d12 + 120)
Speed 40 ft., Burrow 30 ft.
STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
8 (-1)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +13, DEX +8, CON +12
Damage Vulnerabilities Bludgeoning, Force
Damage Resistances Piercing and Slashing from nonmagical attacks, Fire, Thunder
Damage Immunities Poison, Radiant
Condition Immunities Charmed, Frightened, Paralyzed, Petrified
Senses Darkvision 120, Tremorsense 60, Passive Perception 17
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Abilities:

1. Crystalline Aura (Passive):

The Chrysosaur’s crystalline scales reflect and refract magic. Any spell targeting the Chrysosaur has a 25% chance of being reflected back at the caster.

 

2. Golden Earthquake (Recharge 6):

The Chrysosaur slams its tail into the ground, causing a localized earthquake. All creatures within a 60 ft radius must make a DC 18 Dexterity saving throw or be knocked prone and take 5d10 bludgeoning damage. The ground becomes difficult terrain for 1 minute.

 

3. Burrow Ambush:

As a bonus action, the Chrysosaur can burrow underground and reappear at a point within 40 ft, emerging with a Bite attack. Creatures within 10 ft of its emergence must make a DC 16 Dexterity saving throw or be knocked prone.

 

4. Shard Spray (Recharge 5-6):

The Chrysosaur shakes its tail, sending a barrage of sharp, crystalline shards flying in a 30 ft cone. Each creature in the area must make a DC 17 Dexterity saving throw or take 6d8 piercing damage, or half on a success.

 

 

Actions

Actions:

1. Multiattack:

The Chrysosaur makes two attacks: one with its Bite and one with its Tail.

 

Bite:

 

Melee Weapon Attack: +11 to hit, reach 10 ft, one target.

Hit: 3d10 + 7 piercing damage.

Tail:

 

Melee Weapon Attack: +11 to hit, reach 15 ft, one target.

Hit: 4d8 + 7 bludgeoning damage.

If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.

2. Thunderous Roar (Recharge 5-6):

The Chrysosaur unleashes a terrifying roar that creates a shockwave in a 30 ft radius. Each creature in the area must succeed on a DC 17 Constitution saving throw or take 5d6 thunder damage and be stunned until the end of their next turn.

Bonus Actions

Tail Sweep:

The Chrysosaur sweeps its tail in a wide arc. All creatures within 10 ft of the Chrysosaur must make a DC 17 Dexterity saving throw or take 2d8 + 7 bludgeoning damage and be knocked prone..

Reactions

Crystalline Shield:

When the Chrysosaur is hit by a melee attack, it can use its reaction to harden its crystalline scales. It reduces the damage by 1d12 + 6.

Legendary Actions

Legendary Actions (3/Day):

Shard Burst (Costs 1 Action):

The Chrysosaur sends a burst of crystal shards flying in a 10 ft radius around it. All creatures in the area must make a DC 17 Dexterity saving throw or take 3d8 piercing damage.

 

Burrow (Costs 2 Actions):

The Chrysosaur moves up to 30 ft underground without provoking attacks of opportunity.

 

 

Crystalline Echo (Costs 3 Actions):

The Chrysosaur channels its crystalline power, creating an echo of itself made of pure crystal. This echo can attack as if it were the Chrysosaur, but only deals 2d8 + 7 damage. The echo lasts until destroyed (AC 17, HP 30).

Legendary Resistances (3/Day):

 

If the Chrysosaur fails a saving throw, it can choose to succeed instead.

 

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

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

Description

"The Chrysosaur is a towering reptilian creature with golden, crystalline scales that shimmer under any light source. Its eyes burn with an otherworldly, molten orange glow, and jagged horns curl backward from its head. The creature’s massive tail is covered in razor-sharp, crystalline spines that can shatter into dangerous projectiles when it shakes its tail. Its four powerful legs are each tipped with long, talon-like claws, and its mouth is filled with jagged teeth capable of biting through stone. Its back features a series of ridges and crystalline formations that refract light in a rainbow of colors."

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: DesertMountainUnderdark

Hamilton3361308

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