notes/DND/Oneshots/Riftwalkers/Entities/Crystal Entity.md
2025-03-23 23:02:38 +00:00

1.7 KiB

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.