Crystal Scion

Small construct, neutral

Armor Class 16 (natural armor)
Hit Points 36 (8d6 + 8)
Speed 30 ft., climb 30 ft., fly 30 ft. (hover)

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

Saving Throws Dex +4 (or any other)
Skills Perception +3, Stealth +4 (or any two other)
Damage Resistances 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 2 (450 XP)
Proficiency Bonus +2


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


  • Zap. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 16 (4d6 + 2) psychic damage.
  • Cloud Mind. A creature within 60 feet that the crystal scion can sense must succeed on a DC 13 Intelligence saving throw or forget everything about the crystal scion until the end of their next turn, during which time the crystal scion is also treated as invisible to them. If a target fails the same crystal scion’s Cloud Mind save three times within 24 hours, they suffer the effects for 24 hours after the third failed save.
  • Spellcasting (Psionics). The crystal scion casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):


  • Inertial Barrier. When the crystal scion is targeted by a weapon attack it can sense, it has a bonus to AC equal to its Intelligence modifier against the triggering attack.
Section 15: Copyright Notice

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

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