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___ ___ > ## 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.
Geode Rager by Caio Monteiro
\pagebreakNum ## 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 1. If ***Crystal Burst*** unavailable → roll to recharge ##### Targeting Priorities 1. Enemy that last attacked the Mirum 2. Noisy creature or object ##### Movement 1. (Agate) or (Celestite) or (Selenite) without temporary hp
∟ move away from target 2. Move toward target ##### Action 1. (Hematite) if ***Crystal Burst*** available → ***Crystal Burst*** 2. (Celestite) if one or more hostile creature are within 15 feet → ***Crystal Burst*** 3. If current Hp > Half its max Hp → ***Crystal Burst*** 4. Multiattack Target:
∟ within 5 feet → **Claw**+**Tail**
∟ within 10 feet → **Tail**
∟(Agate) further than 10 feet → **Rock** \columnbreak ### Description ___ - ***The large, jagged rock slowy rise out of the earth feasting on a large chunk of quartz.*** - **Territorial** Otherwise peaceful creature, they are known to charge creatures that they perceive as challenges or threats to their crystalline caves. - - **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. - **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.