| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +6 |
| DEX | 10 | +0 | +0 |
| CON | 22 | +6 | +21 |
| Mod | Save | ||
|---|---|---|---|
| INT | 18 | +4 | +4 |
| WIS | 14 | +2 | +13 |
| CHA | 20 | +5 | +19 |
Legendary Resistance (3/Day).
If the Crystal Entity fails a saving throw, it can choose to succeed instead.
Crystalline Form.
Any creature that hits the Crystal Entity with a melee attack while within 5 feet takes 7 (2d6) piercing damage from exploding shards.
Psychic Echo.
At the start of each of the Crystal Entity's turns, each creature within 30 feet must make a DC 17 Wisdom saving throw or hear echoing voices from their own memories. On a fail, the creature is confused (as per the confusion spell) until the start of its next turn.
Shatter Pulse (Recharge 5–6).
The Entity sends out a pulse of resonant crystal energy. Each creature within 60 feet must make a DC 18 Constitution saving throw, taking 36 (8d8) thunder damage on a fail, or half on a success. Creatures that fail the save are also deafened for 1 minute.
Multiattack.
The Crystal Entity makes two Slam attacks and uses Crystal Lance if available.
Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 19 (3d8 + 6) bludgeoning damage plus 7 (2d6) psychic damage.
Crystal Lance (Recharge 4–6).
A jagged spike of crystal erupts from the ground beneath a point the Entity can see within 60 feet. Each creature in a 20-ft. line (5-ft. wide) must succeed on a DC 17 Dexterity saving throw or take 28 (8d6) piercing damage and be restrained by crystalline growth. A restrained creature can make a DC 16 Strength check as an action to break free.
Psychic Shield- If attack by a psychic attack( by a spell or telepathy skill) or mind reading ability, The Crystal Entity can use a reaction to block it and the caster/user takes 10d10 psychic damage, this last till the start of The Crystal Entity next turn
The Crystal Entity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. It regains spent legendary actions at the start of its turn.
Shard Spray. The Entity ejects crystal shards in a 15-ft. cone. Each creature in the area must make a DC 15 Dex save or take 13 (3d8) piercing damage.
Mental Screech (Costs 2 Actions). The Entity lets out a psychic scream. One creature it can see within 60 feet must make a DC 20 Intelligence saving throw or take 22 (5d12) psychic damage and be stunned until the end of its next turn.
Crystal Step. The Entity teleports up to 30 feet to a crystal-covered surface it can see.
Description
Crystal Entity, its form shifting between humanoid and jagged monstrosity, a fusion of several consumed villagers and beasts. It attacks with furious grace, every blow accompanied by crystal shrapnel and psychic pain
Lair and Lair Actions
Lair Actions (if fought in the Crystal Nexus)
On initiative count 20 (losing initiative ties), the Crystal Entity can use a lair action:
Crystalline Growths. Crystal pillars erupt in a 20-foot radius anywhere in the Nexus. The area becomes difficult terrain and lightly obscured. Creatures inside must succeed on a DC 15 Dex save or be knocked prone.
Distorted Memory. The Entity manipulates the mind of one creature in the lair. The target must succeed on a DC 16 Wisdom save or lose their next reaction and believe an ally is an enemy until the end of their next turn.
Reality Glitch. Choose one area within 60 feet. Time flickers. Roll a d6:
1–2: The area freezes (creatures cannot move through it).
3–4: Speed doubles in the area.
5–6: Gravity inverts (creatures fall 15 ft. upward unless anchored).
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
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7/20/2025 2:15:20 AM
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2
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1
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1.5
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Coming Soon
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