Medium Construct, Lawful Neutral
Armor Class 18 Natural
Hit Points 120 (14d8 + 4)
Speed 25 ft.
STR
16 (+3)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
16 (+3)
CHA
12 (+1)
Skills Perception +7
Senses Blindsight 30 ft, Darkvision 60 ft, Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Regeneration The Hound regains 2 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 Hound's next turn.

Damage Immunities Poison, Psychic

Damage Resistances Necrotic, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

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

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned

Unusual Nature. The Crystal Hound doesn’t require air, food, drink, or sleep. The Crystal hound cannot be put to sleep

Elemental Attunement Charge (Recharge 6) Can store up to 1 charges and start Battle with 1 charge (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

Actions

Elemental Damage. Any multiattack that lands deals an additional 1d4 damage of the Attuned Element type 

Multiattack. The Crystal Hound makes one Bite attack and 2 Paw attacks. Can replace 1 or both Paw attack with Crystal darts

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4+4) Piercing damage.   Elemental Damage. Hit:3 (1d4) Elemental damage.

Paw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Bludgening damage.  Elemental Damage. Hit:3 (1d4) Elemental damage.

Crystal Darts. ranged Weapon Attack: +7 to hit, reach 60/120 ft., one target. Hit: 6 (1d6+2 ) piercing damage.  Elemental Damage. Hit:3 (1d4) Elemental damage.

 

Spellcasting. The Crystal Hound casts one of the following spells, requiring no spell components and using Wisdom as the spellcasting ability: DC15, +5 hit (6th level spellcaster

3/day each: Misty Step (self only), Blur (self only),

At will:

Ray of Frost, Range 60 ft: ; ranged spell Attack: +5 to hit, range 120., one target. Hit: 9 (2d8) Cold damage. On hit target's Speed is reduced by 10 feet until the start of your next turn.

Magic Missile  Range 120ft: Creates 3 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 (X3).

Elemental Bolt Range 240ft: Hurls a bolt of elemental energy of the Attuned Element type ranged spell Attack: +5 to hit, range 240., one target. Hit:9  (2d6+2) Elemental damage. If you roll the same number on both d6s, 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 6). The Crystal Predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, a creature takes Hit:14 (2d8+5) 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

Bonus Actions

Elemental Attunement. The Crystal Hound 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)

Reactions

Elemental Reactive Attunement. The Crystal Hound 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 Hound's Elemental Attunement to that type. It cannot use this reaction if it has no Elemental Attunement Charges to use

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

*based off Crystal Predator, which is based off Steel Predator*

Crystal Hound CR8 [Offensive CR4, Defensive CR12]

movement speed of 25ft 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. Introduce them to the threat of the Crystal Hounds and Predators

The Hound does avg 23dmg/turn in melee, 12dmg/turn 5-120ft, and 9dmg/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 hounds whereabouts are immediately and always known until they leave the structure (unless the intruder are ethereal)

 

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Draco_Fuego

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