Crysmal

Small elemental, neutral

Armor Class 13 (natural armor)
Hit Points 110 (20d6 + 40)
Speed 30 ft., burrow 20 ft.

STR DEX CON INT WIS CHA
15 (+3) 14 (+2) 14 (+2) 16 (+3) 13 (+1) 14 (+2)

Saving Throws Con +4, Dex +4, Wis +3
Skills Acrobatics +4, Perception +3, Stealth +4
Damage Resistances lightning; piercing and slashing attacks that aren’t adamantine
Damage Immunities cold, fire
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 13
Languages Terran
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Crystal Sense. Crysmals can pinpoint, by scent, the location of any crystals or gems within 30 feet of it.
  • Spawn. Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substance for this reproductive cycle. To make a single juvenile, a crysmal needs 3d4+3 gems, each of 25 gp value or more.
  • Innate Spellcasting (Psionics). The crysmals’ innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The crysmal can innately cast the following spells, requiring no material components: At will: detect magic, mage hand, minor illusion, sanctuary 3/day: animate objects (2 Tiny or 1 Small object), crown of madness, dimension door

ACTIONS

  • Multiattack. A crysmal makes one attack with its sting and one attack with its mind thrust.
  • Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage.
  • Mind Thrust. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 11 (2d10) psychic damage.
  • Shard Spike (Recharge 6). Ranged Weapon Attack: +4 to hit, range 60 ft. Hit: 21 (5d6) piercing damage to the target and 7 (2d6) points of piercing damage to all creatures in adjacent squares.

ABOUT

Scorpion-like crysmals originate in the deepest caverns of the Plane of Earth. On rare occasions, these strange creatures wind up on the Material Plane, usually in subterranean areas rich with natural gem and crystal formations. The crystalline planes of their bodies absorb and refract natural light, which some claim is the source of their supernatural powers.

Precious Budding. Singular in purpose, a crysmal seeks only to reproduce. It does so by gathering stone crystals and gemstones, fashioning them into a tiny facsimile of its own body, and jolting the new creature to life with a burst of the crysmal’s own life energy. These newly created crysmals are known as shardlings (treat as a crysmal with the young creature simple template) and grow to adulthood after a few months of gorging on crystals and gemstones.

To make a single shardling, a crysmal requires 1,000 gp worth of crystals. Until it has enough material to reproduce, it stores these gems inside its body, and if slain, the gems are visible among the shards of the creature’s corpse. Because of this reproductive need for gemstones, crysmals are relentless in their pursuit of the treasures, valuing them much as other living creatures value infants of their own race. Crysmals do not recognize that other creatures treat gems as wealth and attempt to seize gems carried by others whenever the opportunity arises. A crysmal normally uses its spells to befuddle opponents, grabbing at pouches with gems when the bearer is distracted, and normally only resorts to physical violence once all other tactics fail.

Section 15: Copyright Notice

Ultimate Treasury (5E) © 2023, Legendary Games; Authors: Jason Nelson, Loren Sieg, Pedro Coelho, Matt Goodall, Linda Zayas-Palmer, Thurston Hillman, Jeff Ibach, and Alex Augunas

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