Chrysmal

Small elemental, neutral

Armor Class 19 (natural armor)
Hit Points 39 (6d6+18)
Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 16 (+3) 16 (+3) 10 (+0) 10 (+0)

Condition Immunities frightened, blinded, deafened
Damage Immunities cold, fire, poison
Damage Resistances piercing, bludgeoning, lightning
Damage Vulnerabilities thunder
Senses blindsight 120 ft., passive Perception 10
Languages none
Challenge 2 (450 XP)

SPECIAL TRAITS

  • Earth Meld. The chrysmal can spend one turn melding into earth, rock, or minerals. Once melded it can move through the material at its normal speed. It takes one turn to emerge from the earth, rock, or minerals again.

ACTIONS

  • Crystal Lash. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (1d6+6) slashing damage.
  • Crystal Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6) slashing damage. Targets must make a DC 11 Strength saving throw or fall prone.

ABOUT

The chrysmal are a prismed formation of translucent crystal. The chrysmal possess 4-6 leg-like stumps that extend down from their body and a single crystalline limb that protrudes upwards from the central trunk. The movement of a chrysmal is relatively slow and it has a stiff, awkward gait. These sentient crystals inhabit the Elemental Plane of Earth but have migrated to the Prime Material Plane. They seek lairs rich in crystal deposits on which to feed. Inside each chrysmal is a collection of gemstones. They pay little attention to beings from the Prime Material Plane and cannot digest flesh. The chrysmal only eat minerals such as quartz and other crystalline formations. The xorn prey on the chrysmal and the two are natural enemies.

Striking a tuning fork within 20 feet will confuse a single chrysmal for 3 rounds (DC 13 Wisdom saving throw for no effect).

A chrysmal can move through earth, rock, or minerals with one round of preparation. Similarly, it takes one round to reconstitute itself upon reappearing.

The chrysmal are aggressive when provoked. If forced to defend themselves, they prefer to set ambushes and attack with surprise (1-4 on d6). For example, they will seat themselves in the earth and camouflage themselves like a natural crystal formation. They will also use this tactic in concert with their ability to pass through the earth to overwhelm opponents. For every three males encountered a fourth will be female and for every female there will be 1d3 young.

Section 15: Copyright Notice

Dwarrowdeep 5E, Copyright 2022; Greg Gillespie.

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