Medium Humanoid (Any Race), Neutral Evil
Armor Class 16 (studded leather)
Hit Points 45 (5d8 + 20)
Speed 30 ft.
STR
15 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws STR +4, DEX +5, WIS +2
Skills Athletics +4, Deception +4
Senses Passive Perception 10
Languages Common, Deep Speech
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Crystal Growths. The controlled has several clusters of sharp crystalline protrusions hidden under loose clothing that become visible when combat begins, and shatter when struck. Any creature who lands a melee attack within 5ft. must make a DC12 Dex saving throw and take 2d4 piercing damage or half as much on a success. 

Actions

Multiattack. The captain makes three melee attacks: two with its shortsword and one with its crystal shard. Or the captain makes two ranged attacks with its crystal shards.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Crystal Shard. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Reactions

Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.

Description

The crystalline core spawn use unlucky humanoids as hosts for their parasitic pieces of aberrant mineral. The crystal growths that result allow for hivemind-like remote control of these puppets, and through them direct influence for the core spawn seers that seek to invade the surface world. Cancerous protrusions of sharp crystals cover portions of skin, and are often covered with clothes and passed of as "old burns" or "lesions from disease." 

Monster Tags: NPC

Habitat: ArcticCoastalDesertForestHillUrban

Mr_Colby

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