Crysmal in Aloran | World Anvil
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Crysmal

Small elemental , unaligned
Armor Class 14 (Natural Armor)
Hit Points 60 (8d6 + 32) 8d6+32
Speed 30ft Burrow: 15ft

STR
14 +2
DEX
17 +3
CON
18 +4
INT
5 -3
WIS
16 +3
CHA
6 -2

Skills Perception +5, Investigation -1
Damage Resistances Cold, Fire, Lightning, piercing and slashing damage from nonmagical weapons that aren’t adamantine
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft, Blindsight 10 ft, passive Perception 15 ft
Languages Understands Terran but can’t speak
Challenge 3 (700 xp)

(Psionics) The crysmal’s innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no components.

At will: Mage Hand (the Hand is invisible)

3/day: Catapult, Jump


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.


 
The curious, scuttling crysmal resembles a scorpion built from colorful gemstones. Native to the Elemental Plane of Earth, crysmals search the winding caverns of that plane for gems and valuable stones. These minerals serve as the basis of their diet, and a crysmal also uses them to reproduce. In order to create offspring, a crysmal imbues a conglomeration of stones and crystals with psionic energy. In their long lives, usually lasting well over a century, a crysmal does little more than eat and reproduce.   Delver’s Bane. Some crysmals manage to make their way to the material plane, where they are of particular nuisance. Miners and cave explorers learn to fear these creatures, as they will often attack humanoids in search of the gemstones they might be carrying. Often, it is a better idea to give up some gemstones and run than it is to fight one of these creatures, especially if they are encountered in a group.   Elemental Absorption. The stone that makes up a chrysmal’s tail absorbs the energy of cold, fire, and lightning based attacks, making those damage types ineffective and charging the crysmal with elemental power. In this way, a crysmal can attempt to exploit a creature’s weaknesses by changing its damage type, though another creature can achieve the opposite by damaging the crysmal with a damage type that creature is resistant to.   Psionic Hierarchy. Crysmals generally live in small packs of three to five, with one of the pack’s members acting as its leader. The leader generally is the chrysmal most proficient with its psionic abilities, which is in turn the most well-fed among the group. Crysmals fed more precious stones develop stronger psionic abilities, while crysmals that go unfed gradually lose their psionic capabilities.

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