Greater Crystal Radiance Elemental
Traits
- Immutable Form: The elemental is immune to any spell or effect that would alter its form.
- Magic Resistance: The elemental has advantage on saving throws against spells and other magical effects.
- Magic Weapons: The elemental's weapon attacks are magical.
- Crystal Body: The elemental cannot be paralyzed by any effects that require a Constitution saving throw.
- Casting Source: The elemental does not need any components to cast spells. Whenever it casts a spell, it reduces its max hp by a number of d8 equal to the spell's level.
- Radiant Being: The elemental cannot be affected by any spells or effects that deal radiant damage. Additionally, any radiant damage inflicted on the elemental instead heals it, unless it comes from a spell with a level that is higher than half the elemental's CR. When being overhealed in this way, the elemental's maximum health may increase up to its original max.
- Surrounding Crystals: The elemental is surrounded by 3d6 floating crystals that did not become part of its body when being formed. The elemental has limited control over these crystals.
- Multiaction: The elemental can take two actions on its turn, only one of which can be casting a spell.
Spell Casting
The elemental can cast spells using Charisma as its spell modifier (spell save DC 16, +7 to hit with spell attacks). It can cast the following spells at will:- Sacred Flame (3d8)
- Guiding Bolt (3th level)
- Blinding Smite
Actions
- Multiattack: The elemental can make two attacks on its turn, one of which is a Slam. Neither attack can be Channel Halo.
- Slam: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.
- Swipe: The elemental swipes its arm in a cone in front of it, each creature in the range must succeed on a DC 16 Dexterity saving throw or take 18 (4d8) Bludgeoning damage and get knocked back 10 ft. following the direction of the swipe.
- Launch Crystals: The elemental launches up to 3 of the crystals that surround it at creatures. A targeted creature must succeed on a DC 16 Dexterity saving throw or take 2d12 Piercing plus 2d6 Radiant damage. The crystal will occupy the space it is launched at, blocking the space. It can be destroyed by doing 30 damage to it. It shares the Greater Crystal Radiance elemental's AC, resistances, and immunities. Any creature that succeeds on its saving throw by more than 3 above the DC may select a direction to dodge to, otherwise, it rolls a d8 to determine which neighboring space it will end up on.
- Channel Halo: The elemental uses both its actions to conjure up a halo that erupts from itself. Any creature within 60 ft. of the elemental takes 4d8 Radiant damage and must succeed on a DC 16 Constitution saving throw or be blinded until the end of their next turn. On successful save creatures take half damage. (cooldown 3-4 rounds)
Legendary Actions
The Greater Crystal Radiance can take 1 legendary action each round.- Slam
- Cast any spell
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+3) | 7 (-2) | 20 (+5) | 10 | 10 | 18 (+4) |
Armor Class: 17
Hit Points: 190
Speed: 20 ft.
Proficiency: +3 Saving Throws: CHA +7, CON +8
Damage Vulnerabilities: Thunder
Damage Resistance: Fire, Cold, Lightning, Necrotic, Force; non-magical Piercing, Slashing, Bludgeoning
Damage Immunities: Acid, Poison, psychic, Radiant
Condition Immunities: Charmed, Frightened, Prone
Senses: Blindsight 120 ft.
Languages: -
Challenge: 7 (2,900xp)
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