Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.
Siege Monster. The elemental deals double damage to objects and structures.
Internal Glow. The crystal elemental magically sheds light in a 30-foot radius and dim light for an additional 30 feet.
Legendary Resistance (3/Day). If the Crystal Elemental fails a saving throw, it can choose to succeed instead.
Immutable Form. The crystal elemental is immune to any spell or effect that would alter its form.
Multiattack. The elemental makes two melee attacks one Slam attach and one Claw attack.
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 4) slashing damage.
Crystal Eruption. The crystal elemental Slams its fist into the ground and makes jagged crystals erupt from the ground in a 20 foot radius, Each creature must make a DC 15 Dex saving throw or take 15 (6d4) piercing damage.
Prismatic Flash. The crystal elemental reflects a light from deep inside it. All creatures within 60 feet of it must make a wisdom Save DC 17 or be blinded until the end of there next turn.
The Crystal elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crystal elemental regains spent legendary actions at the start of its turn.
Move. The Crystal moves up to its speed without provoking opportunity attacks.
Unarmed Strike. The Crystal elemental makes one unarmed strike.
Crystal Harden. (Costs 3 Actions). The Crystal elemental tucks into itself its AC is increased by 5 until the start of its next turn and it regains 2d10 HP
Prismatic Flash. (Cost 2 Actions). The Crystal elemental uses the prismatic flash action.
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