Parasitic Crystal. A humanoid slain by a melee attack from the crystal aberrant revives as a crystal aberrant on its next turn as the living crystal consumes the corpse.
Crystalline Hide. If the crystal aberrant takes more than 10 damage in a single attack or spell, their body hardens giving them a bonus +1 AC and +1 to damage rolls but reducing their speed by 5 feet. This ability can stack. If the crystal aberrant reaches 0 speed and each time it goes below 0 speed, they are rendered incapacitated until they succeed a DC 14 Strength saving throw at the start of their turn.
Multiattack. The crystal aberrant makes two slam attacks.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
Crystal Javelin. Ranged Weapon Attack: +5 to hit, 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage. The crystal aberrant can remove the bonus AC and Damage from their Crystalline Hide feature to add one additional damage die per stack of bonus. The AC, damage, and speed reduction resets once the crystal aberrant does this.
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