Crysmal
(Psionics) The crysmal’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components.
Crystalline Tail The crysmal’s tail is made from a magical crystal that absorbs and reacts with fire, cold, and lightning. Whenever the crystal takes fire, cold, or lightning damage, it’s tail becomes charged with that damage type until it becomes charged with a different one. The crysmal’s tail attack deals an additional 7 (2d6) 2d6 damage of the damage type it is charged with. Additionally, if the crysmal is missing it’s tail at the start of its turn, roll a d6. On a roll of 5-6, its tail reforms. Elemental Augment (1/day) As a bonus action on its turn, the crysmal charges its tail with cold, fire or lightning. Earth Glide The crysmal can burrow through nonmagical unworked earth and stone. While doing so, the crysmal doesn’t disturb the material it moves through.
Actions
Multiattack The crysmal makes three attacks: two with its claws and one with its tail. Claw Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5 (1d4+3) 1d4+3 slashing damage. Tail Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft, or range 20/60 ft, one target. Hit: 6 (1d6+3) 1d6+3 piercing damage. If the crysmal makes a ranged attack with its tail, the tail explodes on impact, hit or miss. Each creature within 5 ft of the of the target, including the target, must make a DC 13 Dexterity saving throw. A creature takes the same damage as the initial attack on a failed save and half as much on a successful one. The crysmal is then unable to make tail attacks until the tail reforms.
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