Trait Name.
The Crystal Guardian has resistance to cold damage and is immune to being petrified. Additionally, its crystalline body grants it a +2 bonus to saving throws against spells and magical effects.
The Crystal Guardian is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Crystal Guardian has the following Wizard spells prepared:
- Cantrips (at will): Frostbite, Mage Hand
- 1st level (2 slots): Ice Knife, Shield
Crystal Slash
Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.
Shard Burst
Action Ranged Attack. Ranged Weapon Attack: +3 to hit, range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing damage. On a hit, the target must succeed on a DC 12 Dexterity saving throw or take an additional 4 (1d6) cold damage as shards of crystal explode on impact.
Bonus Action. The Crystal Guardian emits a pulse of energy. Creatures within 5 feet must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) piercing damage as small shards break off its body.
Reaction. When a creature within 5 feet of the Crystal Guardian hits it with a melee attack, the Crystal Guardian can release a burst of sharp shards. The attacker must succeed on a DC 12 Dexterity saving throw or take 4 (1d4) piercing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The Crystal Guardian is a magical construct formed from jagged, reflective crystals imbued with arcane energy. Its primary purpose is to protect sacred or cursed sites, standing as an immovable sentinel. Though it lacks intelligence or emotion, it operates with an unyielding focus on its defensive duties
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.
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