You conjure four masses of white and blue crystal shards, forming them into crystalline cores in unoccupied spaces that you can see within range.
The crystalline cores are friendly to you and your companions for the spell’s duration. In combat, they share your initiative count, but takes their turn immediately after yours. They obey verbal commands that you issue to it (no action required by you). If you don’t issue any, it defends itself but otherwise takes no action.
crystalline core
Medium construct, unaligned
Armor Class your spell save DC
Hit Points 5 times your spellcaster level
Speed 0 ft., fly 30 ft. (hover)
Damage Resistances acid, cold, fire, lightning, necrotic
Damage Immunities poison, psychic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak but can't speak
Death Throes. When the crystalline core is reduced to 0 hit points, it shatters. Each creature within 5 feet of it takes 2d8 piercing damage.
Immutable Form. The crystalline core is immune to any spell or effect that would alter its form.
Magic Resistance. The crystalline core has advantage on saving throws against spells and other magical effects.
Actions
Arcane Pulse. Ranged Spell Attack: your spell attack modifier to hit, range 30 ft., one target. Hit: 3d10 force damage.
Comments