Crystal Elemental
A crystal elemental is a body of grown crystal slabs locked at angles, where an earth elemental is packed stone. Light passes through it and leaves from a different point, and sound rings through the lattice. It forms in geode caverns and in the glassed ground under a Rift scar. Pieces broken off one walk back and rejoin it, so it regains hit points each turn.
- Physiology
- Elemental
- Size
- Large
- Speed
- 30 ft., burrow 20 ft.
- Armor class
- 18 (grown lattice)
- Hit points
- 104 (11d10 + 44)
- Proficiency
- +3
- STR 19 +4 save +4
- DEX 12 +1 save +1
- CON 19 +4 save +7
- INT 8 -1 save -1
- WIS 13 +1 save +1
- CHA 10 +0 save +0
- Skills
- Perception +4
- Passive Perception
- 14
- Senses
- darkvision 60 ft., tremorsense 60 ft.
- Languages
- Primordial
- Damage resistances
- radiant, lightning
- Damage immunities
- poison
- Damage vulnerabilities
- thunder
- Found in
- Subterranean , Rift Breach
Traits
-
Elemental Body
It needs no food, drink, air or sleep, and it can move through a space as narrow as 1 foot wide without squeezing.
-
Reassembles
It regains 10 hit points at the start of each of its turns unless it took thunder damage since its last turn.
-
Refraction
A creature that targets the elemental with a ranged attack from more than 30 feet away has disadvantage on the roll.
Actions
-
Multiattack
It makes two slam attacks.
-
Slam
+7 to hit · reach 10 ft.
2d8 + 4 bludgeoning damage
A slam from a fist of locked crystal.
-
Shard Burst
DC 15 Dexterity save
It sheds its outer growth in a 20-foot cone. Every creature in the cone makes a Dexterity saving throw, taking 5d8 piercing damage on a failure and half as much on a success. The area becomes difficult terrain until the elemental reclaims it on a later turn. Recharges after it rolls a 5 or 6 on a d6 at the start of its turn.
-
Ringing Note Bonus action
DC 15 Constitution save
One creature within 20 feet makes a Constitution saving throw or is Deafened until the end of its next turn and has disadvantage on its next attack roll.