Crystal Deviant

Small construct, neutral evil

Armor Class 16 (natural armor)
Hit Points 44 (8d6 + 16)
Speed 30 ft., climb 30 ft., fly 30 ft. (hover)

11 (+0) 14 (+2) 15 (+2) 16 (+3) 12 (+1) 13 (+1)

Saving Throws Dex +4 (or any other)
Skills Perception +3, Stealth +4 (or any two other)
Damage Resistances necrotic, psychic
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 30 ft., darkvision 60 ft., passive Perception 12
Languages understands Common but can’t speak, telepathy 120 ft.
Challenge 4 (1,100 XP)
Proficiency Bonus +2


  • False Appearance. While the crystal deviant remains motionless and at rest, it is indistinguishable from a normal pile of crystals.
  • Magic Resistance. The crystal deviant has advantage on saving throws against spells and other magical effects.
  • Spider Climb. The crystal deviant can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.


  • Multiattack. The crystal deviant makes two Zap attacks.
  • Zap. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 16 (4d6 + 2) psychic damage.
  • Psychic Blast. The crystal deviant projects its thoughts in a 30-foot cone. Creatures in the area must make a DC 13 Intelligence saving throw, taking 10 (4d4) psychic damage on a failed save or half as much damage on a successful one.
  • Agony (Recharge 5–6). A creature within 30 feet that the crystal deviant can sense must succeed on a DC 13 Intelligence saving throw or be wracked by devastating pain, taking 18 (4d8) psychic damage and 18 (4d8) necrotic damage and being stunned until the end of its next turn on a failed save or half the damage with no additional effects on a successful one. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and this reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
  • Spellcasting (Psionics). The crystal deviant casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):


  • Telekinetic Shove. If a creature misses the crystal deviant with a melee attack, it must succeed on a DC 13 Strength saving throw or be pushed 5 feet away (in a direction of the crystal deviant’s choosing) and fall prone.
Section 15: Copyright Notice

Psychonaut 1 © 2023 Zombie Sky Press; Author: Scott Gable.

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