Elemental Infusion. If Gemlin consumes a gem, it gains an elemental infusion based on the gem’s color, lasting until it eats another gem or takes a long rest. (See Crystal Spit Attack for effects.)
Basic Attack - Crystal Pounce. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: (1d6 + 3) Slashing Damage.
Elemental Burst - Crystal Spit. Ranged Weapon Attack: +5 to hit, range 30 ft., one target.
Hit: (1d8 + 3) Elemental Damage. The damage type is based on the last crystal consumed (chosen once at the beginning of the battle and remains the same until combat has ended):
• Ruby (Fire): The target ignites, taking 1d4 fire damage at the start of each turn until they use an action to put it out.
• Sapphire (Cold): The target’s movement speed is reduced by 10 ft. until the start of Gemlin’s next turn.
• Emerald (Acid): The target takes an additional 1d4 acid damage at the start of their next turn.
• Topaz (Lightning): The attack has a 50% chance to arc to a second target within 5 feet, dealing half damage.
• Amethyst (Necrotic): The target suffers disadvantage on their next attack roll.
• Diamond (Radiant): No Attack, but emits a 10ft radius of light.
A tiny, furry, creature with gems sprinkled throughout its fur. It consumes gems and takes on the elemental form of the gems it consumes.
It prefers crystal caves