Large Construct, Unaligned
Armor Class 15 (natural armor)
Hit Points 148 (18d10 + 48)
Speed 30 ft., Burrow 30 ft.
STR
18 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities Force
Damage Immunities Lightning, Poison
Senses Tremorsense 60 ft, Passive Perception 10
Languages understands the languages of its host but can’t speak
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Immutable Form. The Abomination is immune to any spell or effect that would alter its form.

Infectious Gems. When a creature is hit by the Crystal Cannon or Flying Shards, the creature must succeed on a DC 12 Constitution saving throw or begin to be encased in green crystal, its speed is reduced to 0 and can only make an action or a bonus action. On the next turn the creature must succeed another DC 12 Constitution save or it becomes fully encased. While encased, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. The crystal takes full control over the body and they become a Crystal Infected. Nothing can break the crystal without killing the creature encased. A successful casting of the Dispel Magic spell on the crystal (DC 15) or exposure to direct sunlight destroys it. The crystal has 20 HP, AC 15 and minimum damage threshold of 10.

Actions

Multiattack. The Abomination makes two attacks: one with its Arm Blade and with its Crystal Cannon.

Arm Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.

Crystal Cannon. Ranged Weapon Attack 30 ft/60 ft: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Bonus Actions

Hive Mind Strike. As a bonus action, the abomination can command a crystal infected to move up to 15 ft and take one melee action against a creature of 's choice.

Reactions

Flying Shards. In response to a creature hitting the Abomination with a melee weapon attack, the Abomination deals 11 (2d10) piercing damage to the attacker.


Description

Far beneath the earth, a powerful  parasitic crystalline life form grants the infected massive amounts of strength and power but makes them lose all sense of self. Taking the appearance of green diamond like structure it lures foolish adventurers or anyone looking for treasure to their dooms. These crystal abominations are created when this crystal makes contact with the blood stream, transforming the infected into a shambling hulk of green crystal, fusing any equipment into its body and  granting ability to turn others into Crystal Infected.

 

 

SlammedDownBigStyle

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