Bestiary · Elemental

PR 6

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.

Crystal Elemental, drawn at Large scale
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
Condition immunities
exhausted , paralyzed , petrified , poisoned , prone
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.