Medium Undead
Armor Class 18 Crystal Armour
Hit Points 190 (20d8 + 80)
Speed 40 ft., Fly 40 ft. (Hover)
STR
17 (+3)
DEX
20 (+5)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +9, WIS +6, CHA +8
Skills Arcana +5, Perception +7, Stealth +9
Damage Resistances Cold, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison, Psychic
Senses Darkvision 120ft, Passive Perception 16
Languages Abyssal, Common, Telepathy 60ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Crystallized Aura (Recharge 5-6).
A radius of 20 feet around the Crystallized Wraith becomes encased in glittering crystal. All creatures in the area must succeed on a DC 16 Dexterity saving throw or have their movement halved and take 14 (4d6) radiant damage at the start of their turn while within the aura.

Crystalline Vulnerability.
If the Crystallized Wraith is hit with thunder damage, its crystalline form temporarily destabilizes, and it has disadvantage on saving throws until the end of its next turn.

Undead Nature.
The Crystallized Wraith doesn’t require air, food, drink, or sleep.

Actions

Multiattack.
The Crystallized Wraith makes two attacks: one with Crystal Slash and one with Rending Crystals.

Crystal Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 5) slashing damage plus 10 (3d6) necrotic damage.

Rending Crystals. Ranged Spell Attack: +8 to hit, range 60 ft., one target.
Hit: 16 (3d8 + 3) piercing damage and the target must succeed on a DC 16 Constitution saving throw or be restrained (save ends at the end of their turn).

Crystalline Blast (Recharge 6).
The Wraith releases an explosion of shattering crystal in a 20-foot-radius sphere centered on itself. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much on a successful one.

Reactions

Crystal Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 17 (2d10 + 5) slashing damage plus 10 (3d6) necrotic damage.

Legendary Actions

Legendary Actions (1/Turn)

The Crystallized Wraith can take 1 legendary action at the end of another creature’s turn, regaining spent legendary actions at the start of its turn.

  • Phantom Lunge. The Wraith teleports up to 30 feet to a space it can see, making one Crystal Slash attack.
  • Crystalline Shield. The Wraith briefly encases itself in crystal, gaining +2 AC until the start of its next turn.
Mythic Actions

Mythic Action Name. 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

Enter a general description for your monster here.

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.

DeathByKevin

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