Large Elemental, Lawful Neutral
Armor Class 19 (natural armor)
Hit Points 166 (14d10 + 84)
Speed 35 ft., Burrow 40 ft.
STR
22 (+6)
DEX
8 (-1)
CON
23 (+6)
INT
5 (-3)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +9, CON +9
Skills Athletics +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages Terran Crystal elemental's also speak Apabato, a dialect of Terran.
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Crystal Form. When the elemental takes Bludgeoning, Piercing or Slashing damage it's body rings in resonant response. Any creature within 10ft of the elemental that can hear it takes 5 (2d4) thunder damage.

Harmony. Whenever the elemental takes thunder damage roll a d6. On a result of 1-3 the resonance of the elemental cancels out all the damage, on a result of 4-6 the resonance amplifies its effect and the thunder damage is doubled. 

Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. It may however lead to the spontaneous formation of crystals and precious gems in the earth. As such Crystal Elemental lairs are sought out locations for the brave looking to make a profit.

Siege Monster. The elemental deals double damage to objects and structures.

Actions

Multiattack. The elemental makes two slam attacks or uses it's resonant shriek .

Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage.

Resonant Shriek (Recharge 6).  A soft hum begins from the core of the elemental and builds to mind splitting crescendo. All other creatures within 60ft. that can hear the noise must make a DC-18 Con save or suffer 15 (6d4) thunder damage. If a creature fails the save by more than 10 they are additionally stunned until the end of their next turn. 

Reactions

Armoured Form. Reaction: When a Crystal elemental is below half health it gains this reaction. After taking damage the elemental can use its reaction to grow its crystals to form a protective shield. Until the start of its next turn the elemental gains 2d8 temporary hit-points, gains resistance to all damage except psychic and thunder, and has advantage on saves against attacks, spells or effects that would cause it to be moved. This reaction can only be taken while the elemental is in contact with natural ground (earth, rock, crystal, etc). If the elemental is in its lair it gains an additional d8 temporary hitpoints for a total of 3d8.

Description

A crystal elemental glides through the earth with linear intent. Slow and deliberate these large creatures inhabit areas of remarkable natural magic. Massive arms frame their thick bodies, all composed of tough crystal. The colouration of these elementals vary widely and match the crystals that make up their lair. While their bodies are not made of precious stones the inherent magic within them makes them useful in ritual magic.

 

Lair and Lair Actions

A twisted cavern covered in crystals emanating light marks the home of these elementals. Due to their earth glide ability the paths that lead into these lairs can be narrow or non-existent. The lairs may be discovered by miners following a vein of gems left by the Crystal elemental travels. Your dungeon master may allow you to use a crystal from the lair as a focus for the Light cantrip in a magic item. 

While in the lair creatures have disadvantage on saving throws against the crystal elemental's Resonant shriek ability due to the surrounding crystals amplification of the call. 

Monster Tags: Elemental

Habitat: MountainUnderdark

dragondmwithflare

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