The Crysilac was once a crystalized creature. They ventured too far out of the borders of the crystal grove and found the truth of the grove. As they went further and further, they became weaker and weaker; their soul linked to the grove. Few crystallized creatures who ventured over the borders, away from the demiplane died before being able to return. The bodies of the creatures that managed to return, suffered from aggressive reassimilation. Their bodies fully turning to crystal, now roaming the borders of the grove, keeping any that want to leave inside.
Ignorance Punished
Many creatures can turn into a crysilac, although mostly unintelligent creatures are unaware of their dependence on the crystal grove and thus ignore its boundaries. Some immediately recognise danger once they pass its border, while others ignore their tiredness and venture on. Only those who return on the brink of their life befall the ill fate of becoming a crysilac.
Different Sizes
The size of a crysilac depends not only on the size of its former life, but rather its lifetime. In their time back into the crystal grove, the intake of the Hyxia crystal’s power has not gone back to their original state; their bodies still in shock and clinging to any energy they can find. In due time, it causes the crysilac to grow larger, gaining more of the grove’s power under their command.
Crysilac
Large elemental, neutral
Armor Class 18 (natural armor)
Hit Points 65 (10d8 + 20)
Speed 40 ft.
STR | DEX | CON | INT | WIS | CHA |
18 (+4) | 10 (0) | 15 (+2) | 10 (0) | 15 (+2) | 9 (-1) |
Senses passive perception 12
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical, non crystal weapons
Languages knows whatever languages it knew in life, if any
Challenge 4 (1100 XP)
Regeneration. While within 1 mile of a crystal formation, the Lesser Crysilac regenerates 5 hitpoint at the start of its turn if it has at least 1 or more hit points remaining.
Charm Aura. Creatures that start their turn within 30 feet of the crysilac must succeed on a DC 12 Wisdom saving throw or become charmed by it. Creatures charmed by it remain charmed up to an hour or until it takes any damage. During the charm they must move away from the Crystal Grove’s border.
Living Meal. The Giant Praying Mantis (f) eats its prey alive. Its claes are specialized to hold squirming creatures in place. The Giant Praying Mantis (f) has advantage on attack rolls against creatures it has grappled.
ACTIONS
Multiattack. The Crysilac makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 9 (1d10 + 4)
Lesser Crysilac
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
15 (+2) | 8 (-1) | 13 (+1) | 6 (-2) | 11 (0) | 5 (-3) |
Damage Resistances bludgeoning, piercing and slashing damage from nonmagical, non crystal weapons
Senses passive perception 10
Languages understands the languages it knew in life,if any; can’t speak
Challenge 2 (450 XP)
Chorm Aura. Creatures that start their turn within 30 feet of the crysilac must succeed on a DC 10 Wisdom saving throw or become charmed by it. Creatures charmed by it remain charmed up to an hour or until it takes any damage. During the charm they must move away from the Crystal Grove’s border.
ACTIONS
Slam. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d10 + 2)
