# **Crystal Entity** > *Medium Construct, Neutral* **Armor Class:** 15 (natural crystal resilience) **Hit Points:** 40 (8d8 + 8) **Speed:** 15 ft. (hover) | STR | DEX | CON | INT | WIS | CHA | |:---:|:---:|:---:|:---:|:---:|:---:| | 10 | 10 | 16 | 10 | 10 | 10 | **Damage Immunities:** Magical damage (except from magical weapons), non-magical weapon damage **Damage Vulnerabilities:** Thunder, Force, Bludgeoning (from magical weapons) **Condition Immunities:** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned **Senses:** Darkvision 60 ft., Passive Perception 8 --- ## **Traits** **Crystalline Resonance:** The crystal hums faintly when the boss draws power from it. At the start of the boss's turn, roll a d6. On a 5 or 6, the crystal regains its **Charge**. **Fragile Mobility:** The crystal hovers slowly (15 ft. speed) and avoids direct combat, staying at least 10 ft. away from hostile creatures unless forced into melee. **Magical Conduit:** The crystal is immune to magical damage and non-magical weapons. However, it can be damaged by magical weapons and is vulnerable to Thunder, Force, and Bludgeoning damage from magical sources. **Crystal Shards:** When the crystal is destroyed, it explodes into sharp shards. Each creature within 10 ft. must make a DC 14 Dexterity saving throw, taking 14 (4d6) piercing damage on a failed save, or half as much on a successful one. **Hidden Power:** The crystal has a faint, almost imperceptible glow when active. A successful DC 15 Perception check reveals the glow, hinting at its magical nature. --- ### **Features** **Charge (Recharge 5-6):** The crystal releases stored magical energy, allowing the User to take a single Ledgendary Action.