Medium Undead (Gem), Chaotic Evil
AC 17 Natural    Initiative +2 (12)
HP 27 (5d10 + 2)
Speed 30 ft.
Mod Save
STR 13 +1 +1
DEX 15 +2 +2
CON 15 +2 +2
Mod Save
INT 2 −4 −4
WIS 10 +0 +0
CHA 6 −2 −2
Resistances Force; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities Poison, Psychic, Radiant; Charmed, Exhaustion, Frightened, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages no language
CR 5 (XP 1,800; PB +3)
Traits

Magic Resistance. The Crystal Ghoul has advantage on saving throws against spells and other magical effects.

Parasitic Crystal. A humanoid slain by a melee attack from the crystal aberrant revives as a crystal aberrant on its next turn as the living crystal consumes the corpse

Crystalline Hide. If the crystal aberrant takes more than 10 damage in a single attack or spell, their body hardens giving them a bonus +1 AC and +1 to damage rolls but reducing their speed by 5 feet. This ability can stack. If the crystal aberrant reaches 0 speed and each time it goes below 0 speed, they are rendered incapacitated until they succeed a DC 14 Strength saving throw at the start of their turn.

 Crystal Shard Burst— On death, explode in a 30 ft. radius, dealing 3d6 piercing + 3d6 psychic (DC17 Dex save for half).

Actions

Multiattack. The ghoul makes two Bite attacks or two Claw attacks.

Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Piercing damage plus 3 (1d6) Necrotic damage.

Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn’t an Undead or elf, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.

Bonus Actions

Crystal Dart. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d10 + 2) force damage, and one of the following effects occurs(roll 1d4)

  1. Amethyst. The Crystal Ghoul expellees all of its shards any creature that not undead in a 30 feet of it must succeed on a DC 13 Dexterity saving throw or take 1d10+Current AC slashing damage or half on save.
  2. Emerald. The target must roll a d4 and subtract the number rolled from the next attack roll it makes before the start of Crystal Ghoul's next turn.
  3. Sapphire. The target must succeed on a DC 13 Strength saving throw or be pushed horizontally up to 10 feet away from the Crystal Ghoul and be knocked prone.
  4. Topaz. The target must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the Crystal Ghoul’s next turn.

Description

A person who has been corrupted by the Crystal plague and turned to an undead creature.

Previous Versions

Name Date Modified Views Adds Version Actions
7/12/2025 1:02:10 AM
0
1
1
Coming Soon
7/12/2025 1:08:43 AM
0
1
1.5
Coming Soon
8/3/2025 9:20:37 PM
1
1
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Coming Soon

Habitat: Planar (Astral Plane)

krisw86est

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