Crystal Absorption. When the Behemoth takes radiant or lightning damage, it regains hit points equal to half the damage dealt. It cannot absorb thunder damage, to which it remains vulnerable.
Lustrous Carapace. The Behemoth's crystal-like body reflects light. Any creature within 30 feet attempting to attack it must succeed on a DC 15 Wisdom saving throw or be blinded until the end of their next turn (attacker's choice to avert gaze negates this).
Siege Monster. The elemental deals double damage to objects and structures.
Multiattack. The Crystalline Behemoth makes two Crushing Claw attacks and uses one of its special abilities, if available.
Crushing Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 6) bludgeoning damage.
Crystal Barrage. Ranged Weapon Attack: +9 to hit, range 60 ft., one target. Hit: 28 (6d8) piercing damage.
Refracted Beam (Recharge 6). The Behemoth fires a beam of refracted light in a 60-foot cone. Each creature in the area must make a DC 17 Dexterity saving throw, taking 36 (8d8) radiant damage on a failed save or half as much on a successful one. Creatures in the area are also dazzled, granting disadvantage on their next attack roll before the end of their next turn.
Earthquake Stomp (Recharge 5-6). As a bonus action, the Behemoth stomps the ground, creating a tremor in a 40-foot radius. All creatures on the ground within the area must succeed on a DC 17 Dexterity saving throw or fall prone. Structures and objects in the area take 20 bludgeoning damage automatically.
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