Crystter
Tiny fey, chaotic good
- Armor Class 15 (crystal coat)
- Hit Points 35 (10d4+10)
- Speed 30ft. walk, 30 ft. burrow
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 12 (+1) 8 (-1) 12 (+1) 14 (+2)
- Saving Throws DEX +4
- Skills Perception +3, Sleight of Hand +4, Stealth+4
- Damage Resistances piercing, slashing, lightning
- Condition Immunities charmed
- Senses darkvision 30 ft., Passive Perception 13
- Languages Sylvan
- Challenge 1/2 (100)
Proficiency Bonus +2
Hoarder. The Crystter is naturally attracted to shiny valuables, such as coins and gemstones, which it collects and takes to its underground den.
Crystal Coat. Parts of the Crystter's body are covered by hard crystals that protect it from harm. As long as its crystals remain, it can use its Crystal Thorn attack, has resistance to piercing, slashing, and lighting damage, and its AC is equal to 13 + its Dexterity modifier.
If the Crystter takes 10 or more points of bludgeoning damage from a single source it loses its crystals, which are then scattered around it and can be collected. The crystals grow back after 1d8+2 days.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Crystal Thorn. Ranged Weapon Attack: +4 to hit, range 20/40 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The target must succeed a DC 12 Wisdom saving throw or be charmed for 1 minute. The Crystter has advantage on Dexterity (Sleight of Hand) checks against creatures charmed by it.
Bonus Actions
Agile. The Crystter can attempt a Sleight of Hand check to steal valuables, or disengage.
Reactions
Quick Burrow. When the Crystter is targeted by an attack or spell that it can see, it can use its reaction to quickly burrow itself a few inches into the ground, granting itself half cover until the start of its next turn.
