forked from merith-tk/notes
36 lines
1.7 KiB
Markdown
36 lines
1.7 KiB
Markdown
# **Crystal Entity**
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> *Medium Construct, Neutral*
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**Armor Class:** 15 (natural crystal resilience)
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**Hit Points:** 40 (8d8 + 8)
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**Speed:** 15 ft. (hover)
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| STR | DEX | CON | INT | WIS | CHA |
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|:---:|:---:|:---:|:---:|:---:|:---:|
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| 10 | 10 | 16 | 10 | 10 | 10 |
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**Damage Immunities:** Magical damage (except from magical weapons), non-magical weapon damage
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**Damage Vulnerabilities:** Thunder, Force, Bludgeoning (from magical weapons)
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**Condition Immunities:** Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
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**Senses:** Darkvision 60 ft., Passive Perception 8
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---
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## **Traits**
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**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**.
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**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.
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**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.
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**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.
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**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.
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---
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### **Features**
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**Charge (Recharge 5-6):** The crystal releases stored magical energy, allowing the User to take a single Ledgendary Action.
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