Crystalline Horror

Medium aberration, neutral evil

Armor Class

16 (natural armor)

Hit Points

60 (8d8 + 24)

Speed

30 ft.

STR

19 (+4)

DEX

14 (+2)

CON

16 (+3)

INT

10 (+0)

WIS

12 (+1)

CHA

10 (+0)

Damage Resistances

cold

Senses

darkvision 60 ft., passive Perception 13

Skills

Perception +3, Stealth +4

Languages

--

Challenge

3 (700 XP)

Crystal Claws. The crystalline horror’s attacks are magical.

Magic Resistance. The crystalline horror has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The crystalline horror can make two attacks with its claws.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.

Shard Spray (Recharge 6). The crystalline horror launches a spray of razor-sharp shards of glass from its body in a 30-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.

Reactions

Bend Light. The crystalline horror can refract natural light into a bright light that makes it harder to be hit by melee attacks. The crystalline horror adds 3 to its AC against one melee attack that would hit it. To do so, the crystalline horror must see the attack. This ability cannot be used in natural or magical darkness.

medium
aberration
cr3
tome-of-horrors