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Kryst

by Sheldon Morris

Medium elemental, any lawful
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Armour Class 16 (natural armour)
Hit Points 52 (7d8 + 21)
Speed 60 ft.
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STR|DEX|CON|INT|WIS|CHA
19 (+4)|11 (+0)|17 (+3)|10 (+0)|13 (+1)|12 (+1)
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Skills History +2, Investigation +2
Damage Resistances thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities acid, necrotic, poison
Condition Immunities poisoned
Senses passive Perception 11
Languages Terran (cannot speak, via telepathy or writing only), telepathy 120 ft.
Challenge 4 (1,100 XP)
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Innate Spellcasting. The kryst's innate spellcasting ability is Intelligence (spell save DC 10). The kryst can innately cast the following spells, requiring no material components:
At will: see invisibility
3/day each: detect magic, dispel magic
1/day each: haste

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

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ACTIONS
Multiattack. The kryst makes two spike attacks.

Spike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) piercing damage.