Regeneration The Predator regains 10 hit points at the start of its turn. If the hound takes Thunder or force damage, this trait doesn't function at the start of the Predators next turn.
Damage Immunities Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Resistances Necrotic
Magic Resistance. The Crystal Predator has advantage on saving throws against spells and other magical effects.
Elemental Resistance. The Crystal Predator has resistance to the element type last attuned to
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
Unusual Nature. The Crystal Predator doesn’t require air, food, drink, or sleep. The Crystal hound cannot be put to sleep
Elemental Attunement Charge (Recharge 5–6) Can store up to three charges and start Battle with 3 charges (DM discretion)
(DM discretion) Upon start of battle DM can role 1d4 to determine starting element if no element was carried over from previous fight (1:Acid, 2:Cold, 3:Fire, 4:Lighting) or choose to have no element
Elemental Damage. Any multiattack that lands deals an additional 2d4 damage of the Attuned Element type
Multiattack. The Crystal Predator makes one Bite attack and 2 Paw attacks. Can replace 1 or both Paw attack with Crystal darts
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (3d4+4) Piercing damage. Elemental Damage. Hit:5 (2d4) Elemental damage.
Paw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Bludgening damage. Elemental Damage. Hit:5 (2d4) Elemental damage.
Crystal Darts. ranged Weapon Attack: +10 to hit, reach 60/120 ft., one target. Hit: 6 (1d6+2 ) piercing damage. Elemental Damage. Hit:5 (2d4) Elemental damage.
Spellcasting. The Crystal Predator casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: DC15, +7 hit (10th level spellcaster
3/day each: dimension door (self only), Blink (self only),
At will:
Twin spell Fire bolt, Range 120ft: Can target a second creature in range, roll the dice separately for the 2nd target; ranged spell Attack: +7 to hit, range 120., one target. Hit: 11 (2d10) Fire damage. Can attack a second target in range, roll the dice separately for the 2nd target
Magic Missile 2nd level Range 120ft: Creates 4 darts that hits any creature you can see within range. The darts all strike simultaneously, and you can direct them to hit one creature or several Hit:4 (1d4+1) force damage per dart (X4).
Elemental Bolt Range 240ft: Hurls a bolt of elemental energy of the Attuned Element type ranged spell Attack: +7 to hit, range 240., one target. Hit:16 (2d8+2d6) Elemental damage. If you roll the same number on both d8s, the bolt leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the bolt to leap again. A creature can be targeted only once by each casting of this spell
Fearful Roar (Recharge 5–6). The Crystal Predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Wisdom saving throw. On a failed save, a creature takes Hit:22 (2d12+9) thunder damage, drops everything it’s holding, and is Frightened for 1 minute. The Frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn’t Frightened. After a successful save a creature is immune to the Frightened for 24hrs
Elemental Attunement. The Crystal Predator uses it Bonus action and expends a Elemental attunement charge to set it elemental attunement to an element of its choice. (Acid, Cold, Fire, Lighting)
Elemental Reactive Attunement. The Crystal Predator uses it reaction and expends a Elemental Attunement Charge to gain resistance to the an element type (Acid, Cold, Fire, Lighting) of an attack just before it hits. This will set the Crystal Predator's Elemental Attunement to that type. It cannot use this reaction if it has no Elemental Attunement Charges to use
Description
*based off Steel Predator*
Crystal Predator CR12 [Offensive CR7, Defensive CR18]
movement speed of 20ft to apply pressure to PCs but not overrun- Design intention is to apply pressure to PCs to run, keep moving, not stop anywhere too long.
The Predator does avg 41dmg/turn in melee, 22dmg/turn 5-120ft, and 16dmg/turn 125-240ft
Crystal hounds and Predators are constructs of high Mages: used to protect arcane laboratories and Mage towers. Any Intruder who enters the structure defended by the crystal Predator whereabouts are immediately and always known until they leave the structure (unless the intruder are ethereal)
Version update:
renamed to Crystal predator, HP reduced to 200, CR reduced to 12 ( Defensive CR reduced to 18)
renamed so can 'Crystal hound' name can be used for lower CR construct, potential accompaniment.
Previous Versions
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8/16/2026 2:41:13 PM
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8/16/2026 2:48:12 PM
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8/30/2026 4:05:59 PM
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