b'Crystal Elemental \n'b'  Large   elemental ,  neutral  \n'b'  Armor Class  17 (natural armor)  Hit Points  114 (12d10 + 48)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  8 (-1)  CON:  18 (+4)  INT:  5 (-3)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t adamantine  Damage Immunities  cold, poison  Condition Immunities   exhaustion ,  paralyzed ,  petrified ,  poisoned ,  unconscious   Senses   darkvision  60 ft., passive  Perception  10  Languages  Terran  Challenge  5 (1,800 XP)  Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Charge Generation . If the elemental takes bludgeoning, piercing, or slashing damage, then it deals an additional 1d6 lightning damage on its first Slam  attack  before the end of its next turn. If it takes force damage, the extra damage is increased to 2d6. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The elemental makes two Slam attacks. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : (2d8 + 5) bludgeoning damage. \n'b'  Psychic Lash (Recharge 4\xe2\x80\x936) . The elemental attempts to telekinetically grab a creature within 30 feet, and the target must make a DC 16  Strength  saving throw. On a failed save, the elemental can choose to pull the target toward itself or to push the target violently away, up to 30 feet. Either way, the target takes 1d6 bludgeoning damage for every 10 feet of forced movement. If the target is thrown at another creature, the new target must make a DC 16  Dexterity  saving throw. On a failed save, the second target takes the same damage as the first and both are knocked  prone . On a successful save, the second target avoids any damage, and the first target continues on its original trajectory. \n'b'\n'b' Variants \n'b' Crystal elementals come in many varieties, owing to the great abundance of mineral types and structures. Simply replace the creature\xe2\x80\x99s Charge Generation ability with one of the following abilities for something a little different. \n'b'  Blazing Surface . If the elemental takes any fire damage, its surface becomes superheated for 1 minute, and for the duration, any creature entering or starting its turn within 5 feet of the elemental takes 1d6 fire damage. \n'b'  Necrotic Decay . If the elemental takes any necrotic damage, the elemental\xe2\x80\x99s hit point maximum is reduced by an amount equal to the necrotic damage taken, and it goes berserk for 1d4 rounds. On each of its turns while berserk, the elemental attacks the nearest creature it can see. If no creature is near enough to move to and  attack , the elemental attacks an object, with preference for an object smaller than itself. While berserk, the elemental\xe2\x80\x99s Slam  attack  deals an additional 2d6 necrotic damage. If the elemental is slain while berserk, it rises after 1d4 rounds as one (if Large) or two (if Huge) corrupted crystal swarms (see below). \n'b'  Noxious Reaction . If the elemental takes any acid damage, a cloud of noxious gas erupts from the damaged surface, as the  stinking cloud  spell, and remains for 1d4 rounds centered on the elemental. \n'b'  Psychic Burden . If the elemental takes any psychic damage, a psychic connection is formed between the elemental and the attacker. The attacker takes however much psychic damage the elemental took, 47 and on subsequent rounds both linked targets take 1d6 psychic damage while so linked. The link ends if either target dies or falls  unconscious  or if the targets move more than 120 feet apart. Both targets know exactly where the other is while linked. The elemental directs its full attention on the other linked target (most likely attacking). \n'b'  Radiant Dispersion . If the elemental takes any radiant damage, the energy is refracted, and all creatures within 15 feet of it must make a DC 15  Constitution  saving throw, being  stunned  and  blinded  until the end of their next turn on a failed save or just  blinded  on a successful one. \n'b'  Radiant Lensing . If the elemental takes any radiant damage, the energy is amplified and released in a 90-foot line. Creatures in the area must make a DC 15  Dexterity  saving throw, taking radiant damage equal to three times that taken by the elemental on a failed save or half as much damage on a successful one. \n'b'  Sonic Amplifier . If the elemental takes thunder damage, all creatures within 15 feet of it must make a DC 15  Constitution  saving throw, taking thunder damage equal to twice that taken by the elemental on a failed save or half as much damage on a successful one. Those failing the saving throw must succeed on another saving throw at the start of their next turn or take additional damage equal to half of the thunder damage from the first failed save. \n'b'  Stimulated Growth . If the elemental takes any lightning damage, it grows by one  size  category for 1 minute. For the duration, the elemental has advantage on  Strength  checks and  Strength  saving throws, and its Slam attacks deal 1d8 extra damage.'