Medium Construct, Neutral Evil
Armor Class 15 Natural Armor
Hit Points 68 (8d6 + 32)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
18 (+4)
INT
3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Damage Vulnerabilities Thunder
Damage Resistances Slashing
Damage Immunities Poison
Senses Blindsight, Passive Perception 10
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Sharp Skin.  A creature that touches the crystalsire or hits it with a melee attack while within 5 feet of it takes (1d6) damage.

Shattered Senses. When the crystalsire takes thunder damage, it loses its blindsight and is blinded until the end of its next turn.

Soul Stealer. Once per turn, when the crystalsire hits with its crystalline claws attack, it regains hit points equal to the half damage dealt by the attack.

Senses blindsight 30 ft. (blind beyond this radius), passive Perception 10

Actions

Multiattack.  The crystalsire makes two crystalline claws attacks.

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. (2d6 + 3)

 If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become infected with crystalcrosis. While infected, the creature can take either an action or a bonus action on its turn but not both. Additionally, the creature gains
resistance to slashing damage.

Every 24 hours, a creature infected with crystalcrosis must repeat the saving throw. On a failure it suffers a level of exhaustion. This exhaustion can’t be removed until the disease is cured. The disease lasts until it is cured by a greater restoration spell or similar magic. If the target dies while infected with the disease, the target becomes a crystalsire under the control of the GM

Seek Souls. The crystalsire makes a Wisdom (Perception) check to detect the presence of living creatures beyond the range of its blindsight, contested by each living creature’s Charisma (Deception). On a success, the crystalsire learns the current location of living creatures within 100 feet of it.

Description

Crystalsires are grotesque amalgamations of crystals and corpses. Ancient foreclaimer scientists hoped to create a more efficient form of soul gem, but instead, they made one so hungry for life energy that it was driven to seek out victims itself. Crystalsires are motivated only by a basic need to seek out souls and replicate themselves by infecting others.
Parasitic Gem. Crystalsires are drawn toward the souls of living beings. They will attempt to slash open their prey with their crystalline claws to infect them with tiny shards. These shards grow inside a living body, slowly killing the host as they transform the victim’s feash inch by agonizing inch into sharp, unyielding stone False Skin. Although a crystalsire’s host body may appear intact on the surface, the inside of the corpse will quickly be entirely replaced by crystals. Eventually, this crystal growth bursts forth in jagged shards through the dead skin.
Dulled Senses. Te crystals cannot perfectly control the corpses they infest. They move their host bodies in jerky, unnatural movements. Crystalsires cannot see or smell. They rely on sensing vibrations and a natural ability to sense souls to find new victims to infect.

Monster Tags: construct

Habitat: Mountain

CC3002

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