Update Crystal Entity to use a new format
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DND/.Template/Monster.md
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DND/.Template/Monster.md
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# [Monster Name]
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> *[Creature Type (e.g., Beast, Aberration, Fiend)], [Challenge Rating (CR)]*
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---
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## Basic Information
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- **Name**: [Monster Name]
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- **Size**: [Size Category (e.g., Medium, Large)]
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- **Type**: [Creature Type (e.g., Beast, Dragon, Undead)]
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- **Alignment**: [Alignment (e.g., Chaotic Evil, Neutral)]
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- **Challenge Rating**: [CR (e.g., 5)]
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- **XP**: [XP Value (e.g., 1,800)]
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---
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## Description
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<!--
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Provide a brief description of the monster’s appearance, behavior, and any notable lore.
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This section should help set the tone and give context for the creature.
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-->
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[Describe the monster’s appearance, behavior, and any unique traits or lore.]
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<!--
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Optional: Add an image by replacing 'image.jpg' with your file path.
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Example:
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-->
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---
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## Stats
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| **Armor Class (AC)** | [AC Value (e.g., 15)] |
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|----------------------|-----------------------|
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| **Hit Points (HP)** | [HP Value (e.g., 120)] |
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| **Speed** | [Speed (e.g., 30 ft., fly 60 ft.)] |
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---
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### Ability Scores
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| Ability | Score | Modifier |
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|------------------|-------|----------|
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| **Strength** | | |
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| **Dexterity** | | |
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| **Constitution** | | |
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| **Intelligence** | | |
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| **Wisdom** | | |
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| **Charisma** | | |
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---
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## Traits
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- **[Trait Name]**:
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[Description of the trait, including any mechanical effects or special abilities.]
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- **[Trait Name]**:
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[Description of the trait, including any mechanical effects or special abilities.]
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---
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## Actions
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- **[Action Name]**:
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- **Attack Type**: [Melee/Ranged]
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- **To Hit**: +[Bonus]
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- **Range**: [Range (e.g., 5 ft., 30/60 ft.)]
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- **Hit**: [Damage Dice + Modifier (e.g., 2d6 + 4)]
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- **Damage Type**: [Damage Type (e.g., Slashing, Fire)]
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- **Effect**: [Additional effects, such as conditions or special mechanics.]
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- **[Action Name]**:
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[Description of the action, including any unique mechanics or effects.]
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---
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## Reactions
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- **[Reaction Name]**:
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[Description of the reaction, including triggers and effects.]
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---
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## Legendary Actions (if applicable)
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- **[Legendary Action Name]**:
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[Description of the legendary action, including cost and effects.]
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---
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## Lair Actions (if applicable)
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- **[Lair Action Name]**:
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[Description of the lair action, including triggers and effects.]
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---
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## Regional Effects (if applicable)
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- **[Regional Effect Name]**:
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[Description of the regional effect, including how it impacts the environment or creatures nearby.]
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---
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## Lore
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[Provide additional lore about the monster, including its origins, behavior, and role in the world. This section can include cultural significance, myths, or how it interacts with other creatures.]
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---
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## Example Encounter
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[Describe a scenario where the monster might appear, including how it behaves in combat or social situations. Highlight its unique abilities and how it challenges the players.]
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# **Crystal Entity**
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# **Crystal Entity**
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> *Medium Construct, Neutral*
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> *Medium Construct, Challenge Rating 3 (700 XP)*
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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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## Basic Information
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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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- **Name**: Crystal Entity
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- **Size**: Medium
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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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- **Type**: Construct
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- **Alignment**: Neutral
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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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- **Challenge Rating**: 3
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- **XP**: 700
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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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## Description
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**Charge (Recharge 5-6):** The crystal pulses with magical energy, allowing the owner to take one Legendary Action. Once the owner uses this Legendary Action, the crystal loses its charge until it recharges. The owner can only take Legendary Actions if they have at least one charged crystal under their control.
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The Crystal Entity appears as a large, unassuming crystal about the size of a person’s thigh. It glimmers faintly in the light, but otherwise seems inert. When active, it hums softly and emits a faint glow, hinting at the magical energy it contains. The crystal hovers slowly, avoiding direct combat and circling the battlefield to stay out of harm’s way.
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---
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## Stats
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| **Armor Class (AC)** | 15 (natural crystal resilience) |
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|----------------------|---------------------------------|
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| **Hit Points (HP)** | 40 (8d8 + 8) |
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| **Speed** | 15 ft. (hover) |
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---
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### Ability Scores
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| Ability | Score | Modifier |
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|------------------|-------|----------|
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| **Strength** | 10 | +0 |
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| **Dexterity** | 10 | +0 |
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| **Constitution** | 16 | +3 |
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| **Intelligence** | 10 | +0 |
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| **Wisdom** | 10 | +0 |
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| **Charisma** | 10 | +0 |
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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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## Actions
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- **Charge (Recharge 5-6)**: The crystal releases stored magical energy, allowing the boss to take one additional Legendary Action. Once the boss uses this Legendary Action, the crystal loses its charge until it recharges.
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---
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## Lore
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Crystal Entities are magical constructs created to serve as conduits for powerful spellcasters. They are often used by bosses or arcane masters to amplify their abilities, granting them additional Legendary Actions. The crystals are fragile and avoid direct combat, but their destruction can unleash a dangerous burst of energy.
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