Crystal Elemental

Medium elemental, chaotic neutral

Armor Class

15 (natural armor)

Hit Points

57 (6d8+30)

Speed

30 ft., burrow 30 ft.

Damage Resistances

piercing and slashing from nonmagical weapons that aren't adamantine

Damage Vulnerabilities

thunder

Senses

darkvision 60 ft., tremorsense 60 ft.

Languages

Tarran

Challenge

3

Harden

At the start of its turn, the elemental can choose to have disadvantage on all melee weapon attack rolls during that turn, but attack rolls against it have disadvantage until the start of its next turn.

Regeneration

The elemental regains 10 hit points at the start of its turn if it has at least 1 hit point. If the elemental takes thunder damage, this trait doesn't function at the start of the elemental's next turn.

Actions

Multiattack

The elemental makes two attacks with its crystal spear.

Crystal Spear

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 12 (2d8+3) piercing damage.