Magical resistance: the creature has advantage on saving throws against spells.
Crystal explosion: when the creature hits 0 hp the crystal will explode in a 15 ft radius centered on the creature dealing (8d6) force damage. Targets must make a DC 17 dex save to halve the damage
Chaos Blast. The creature shoots out red energy from it's extended hand hitting creatures in a 15 ft cone. Creatures affected will make a DEX save of 17 on a successful save the damage is halved. (10d8) Each creature must then make a DC 11 CON save or become corrupted as well. The creature must recharge this by rolling a 5 or 6 on a d6
Crystal Slam. the creature makes a melee attack Range: 5 ft, hit + 4 (2d10+ 6) bludgeoning
Multi-attack: The creature can make 2 attacks with it's crystal Slam
Throw: the Creature can make a grapple attack and use it the then throw the grappled creature 60ft if the creature hits an object the creature takes 5d8 damage the creature must make a DEX save DC 17 to not fall prone
Crystal Carapace. The creature can move crystals in it's skin to block attacks +5 to AC until it's next turn. must be activated prior to knowing if attack hits or misses
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
What was a humanoid before has been corrupted into an unrecognizable crystal giant this is the next stage after the corrupted One.
Lair and Lair Actions
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