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.
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.
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."
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Posted Jun 1, 2020This is an idea for a more easily incorporated grunt-like monster for my Exandria campaign that heavily features the core spawn.
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Posted Jan 21, 2025the multi attack refers to it as a "captain" I think you missed that, nice monster tho. Feels a bit strong for cr 2 but dass fine its all made up anyway.