Crystal Rager (5e Creature)

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Crystal Rager[edit]

Large elemental, neutral


Armor Class 17 (natural armor)
Hit Points 230 (20d10 + 120)
Speed 25 ft., burrow 25 ft.


STR DEX CON INT WIS CHA
22 (+6) 8 (-1) 22 (+6) 9 (-1) 15 (+2) 8 (-1)

Saving Throws Str +10
Skills Intimidation +3
Proficiency Bonus +4
Damage Vulnerabilities thunder
Damage Resistances bludgeoning and piercing from nonmagical attacks
Damage Immunities slashing from nonmagical attacks
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., tremorsense 120 ft., passive Perception 12
Languages Terran
Challenge 11 (7,200 XP)


Death Burst. When the crystal rager dies, it explodes in a burst of sharp crystals. Each creature within 20 feet of it must make a DC 14 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one.

Earth Glide. The crystal rager can burrow through nonmagical, unworked earth and stone. While doing so, the crystal rager doesn't disturb the material it moves through.

Innate Spellcasting. The crystal rager's innate spellcasting ability is Wisdom (spell save DC 14). The crystal rager can innately cast the following spells, requiring no material components:

At will: spike growth, stone shape (can affect 10 feet of stone instead of 5)
3/day: wall of stone
1/day: conjure elemental (earth elemental only)

Magic Resistance. The crystal rager has advantage on saving throws against spells and other magical effects.

Siege Monster. The crystal rager deals double damage to objects and structures.

Take the High Ground. If the crystal rager is above the target of its attack, it gains a +2 bonus to its attack roll (included in the attack). If a creature is attacking the crystal rager from above, it gains a +2 bonus to its attack roll.

ACTIONS

Multiattack. The crystal rager makes three slam attacks or two hurl crystal attacks. Alternatively, it makes one slam attack and casts a spell.

Slam. Melee Weapon Attack: +9 (+11 if on higher ground than its target) to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage.

Hurl Crystal. Ranged Weapon Attack: +9 (+11 if on higher ground than its target) to hit, range 30 ft., one target. Hit: 15 (2d8 + 6) piercing damage.


Crystal ragers are an adventurer's nightmare. These slow, neigh unstoppable geode juggernauts lumber across the battlefield, pummeling each of their enemies with their crystal-lined fists. Their magic grants them the ability to shape the very earth itself, which they use to assault their enemies from above.

Deadly Geodes. When a normal elemental isn't enough, certain cults of elemental evil summon crystal ragers to destroy their enemies. These monstrosities look like an earth elemental with stubby arms and legs. Their upper geode has vaugely facial characteristics and their whole body is covered in gems, with their main geode is filled with more of the same. Crystal ragers are also sometimes birthed from geodes near a portal to the Elemental Plane of Earth. Regardless of their origin, these creatures can pummel most foes to dust with their powerful fists. They also have the ability to hurl their crystals at enemies who think to avoid them by staying at range. However, crystal ragers have one weak point. If an enemy were to get above them, they would find the top of the rager's geode a perfect place to strike.

Brute Tactics. While a crystal rager prefers an extremely violent approach to solving problems, they know how best to use their extreme force. Their tactics, though inflexible, are incredibly effective to this end. A crystal rager will often use its innate spellcasting to slow down enemies or position itself higher than any opponents to rain down blows from above. Its favorite tactic involves using stone shape to create hills on which to fight. When this isn't getting the job done, the rager will use wall of stone and its Earth Glide feature to escape from opponents and attack with crystals. If somehow its enemies are still persisting, the rager will cast conjure elemental to summon an ally. However, even a dying rager isn't safe, as their geodes will explode into crystalline fragments.

Hunted Horrors. Sometimes crystal ragers break loose from the cult that summoned them, or come into being naturally and wander about the Material Plane. These free ragers are hunted down not only for the threat they pose but also for the crystals inside their geode. These gems are often very valuable and sometimes have magical properties, making them key ingredients in a ring of earth elemental command.

Elemental Nature. A crystal rager doesn't require air, food, drink, or sleep.

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