Mirum
Large Elemental, Neutral
- Armor Class 16 (natural armor)
- Hit Points 52 (8d8+16)
- Speed 30ft., burrow 20 ft.
STR DEX CON INT WIS CHA 17(+3) 10 (+0) 15 (+2) 3 (-4) 12 (+1) 10 (+0)
- Damage Vulnerabilities thunder
- Damage Resistances piercing, and slashing from nonmagical weapons
- Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
- Senses Darkvision 60ft, Tremorsense 30 ft., passive Perception 11
- Languages Understand Terran but cannot speak it
- Challenge 3 (700 XP)
Iron Scent. The Mirum can pinpoint, by scent, the location of crystal within 60 feet of it.
False Appearance. When the Mirum remains motionless, it is indistinguishable from a jagged rock.
Earth Glide. The Mirum can burrow through nonmagical, unworked earth and stone. While doing so, the Mirum doesn't disturb the material it moves through
Crystalline Core. The inside of a Mirum is made of a special crystal granting it various benefits. Roll or choose on the crystal table (see next page.)
Actions
Multiattack (2).
Tail(1) (1/turn). Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 9 (1d12 + 3) slashing damage.
Claw(1). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage.
Crystal Burst (recharge 5-6). The Mirum explodes a fraction of its body, reducing its hp by 5 (2d4). Each creature within 15 feet of it must make a DC 12 Dexterity saving throw. Failure: take 13 (3d8) slashing damage. Success: take half as much damage.




Crystalline Core
| d6 | Crystal |
|---|---|
| 1 | Quartz. The Mirum loose its vulnerability to thunder damage. Its Claw deal an additional 1d4 of thunder damage. |
| 2 | Hematite. The Mirum recharge and use its Crystal Burst. immediately on death. |
| 3 | Jasper. If the Mirum moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn. The creature must make a DC 12 strength saving throws. Failure: the creature is knocked prone and the Mirum can make a claw attack against it as a bonus action. |
| 4 | Celestite. When a creature fail the save for Crystal Burst. it also pushed 5 feet away, it it fails fy 5 or more it is also knocked prone. |
| 5 | Selenite. The Mirum gain 1d4 temporary hp at the beginning of its turn. It becomes 1d6 if the Mirum alreay have temporary hp at the beginning of its turn. |
| 6 | Agate. Gain Rock (2). Ranged Weapon Attack: +5 to hit,range 30/90 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. |
Tactics
Monster turn
Beginning of the turn
- If Crystal Burst unavailable → roll to recharge
Targeting Priorities
- Enemy that last attacked the Mirum
- Noisy creature or object
Movement
- (Agate) or (Celestite) or (Selenite) without temporary hp
∟ move away from target - Move toward target
Action
- (Hematite) if Crystal Burst available → Crystal Burst
- (Celestite) if one or more hostile creature are within 15 feet → Crystal Burst
- If current Hp > Half its max Hp → Crystal Burst
- Multiattack Target:
∟ within 5 feet → Claw+Tail
∟ within 10 feet → Tail
∟(Agate) further than 10 feet → Rock
Description
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The large, jagged rock slowy rise out of the earth feasting on a large chunk of quartz.
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Territorial Otherwise peaceful creature, they are known to charge creatures that they perceive as challenges or threats to their crystalline caves.
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Precious Body Many alchemists, wizards, and other arcane practitioners value the crystal at the core of the mirum for their magical properties. As such they have become harder and harder to find.
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Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Items
Arcane Crystal
Aracane crystal hold magic enchantments that can be channeled through the equipment in which they are attuned, socketed or crafted into by a skilled artisan. Upgrading an item in this typically turn the item into an item requiring attuement to activate the properties.
Wondrous item, uncommon
- Quartz : Weapon : This weapon deals an extra 1d6 thunder damage.
Ring/Spellcasting focus : Spell that deals thunder damage deals an extra 1d6 thunder damage. - Agate : Weapon : When you take the Attack action while holding this weapon, you can make ranged spell attacks known as Stone Toss. Stone Toss have a range of 30/60 ft., +5 to hit, deal 1d8 bludgeoning damage on a hit. You can make as many Stone Toss as you have attacks.
- Jasper : Armor/Shield: You gain a +1 bonus to checks and attack roll made to move a target against its will or resist such effect.
- Hematite : Armor/Shield: Whenever a creature within 5 feet of you hits you with an attack, you can retaliate by sending shards of crystal, dealing 2d6 slashing damage to the attacker.
- Celestite : Ring/Spellcasting focus : You gain a +1 bonus on attack rolls and spell save DC on spells that move a target against its will.
- Selenite : Armor/Ring : A creature wearing this item gain 1d4 temporry hp a the beginning of each of its turn.