The Crystal Caves of Zephazool

One day, more than a thousand years ago, a purple worm burst through the carefully crafted wall of The Secret Spring. It stayed for only a moment, finding no food; but it did encounter an anomaly, in the form of Zephazool the Efreeti.   Zephazool had been imprisoned in that lamp for a long, long time when the worm burst through the chamber wall. His circumstances were a punishment, to be clear; for one must never fall in love with the wrong person in the Efreeti court of Ignazz. Zephazool had been imprisoned and enslaved for proposing to a woman who was far above his station, without permission from the God-King. His sentence was carried out immediately, and will last until he is freed.   The presence of the Efreeti had some interesting effects on the crystals that form naturally when a Purple Worm passes through the mineral rich sands of the Sunrathe Wastes. The unique frequencies that the crystals produced in the presence of the efreeti bottle eventually became a motile assortment of fused gemstones. Tasked by instinct to protect the faceted beauty of the colorful cave, this Crystal Golem is a cold and emotionless defender of the Crystal Cave.
Djinndarra: The Secret Spring: The Crystal Cave of Zephazool
Crystal Golem
LARGE CONSTRUCT

Treasure: Emerald Heart

The Crystal Golem is not so much "sentient" as it is "purposeful". It will protect its environs at any and all costs.

Made up of razor sharp crystals and gems, this bipedal defender will animate and attack if its lair is defaced in any way, including moving or stealing random gemstones on the floor.


Armor Class: 18

Initiative: +2 (12)

Hit Points: 157 15d10+75

Speed: 30 ft.

Challenge: 10 (XP 5,900; PB +4)
    MOD SAVE
STR 21 +5 +5
DEX 10 +0 +0
CON 20 +5 +9
    MOD SAVE
INT 3 -4 -4
WIS 10 +0 +4
CHA 5 -3 -3

Resistances: Bludgeoning, Piercing, and Slashing from nonmagical weapons

Immunities: Psychic, Radiant, Poison, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: Darkvision 60 ft., Passive Perception 10


Traits

Crystal Body: When a creature hits the golem with a melee attack while within 5 feet, they take 5 1d10 slashing damage from flying crystal shards.

Refractive Aura: The golem sheds prismatic light in a 20-foot radius. Creatures within the aura have disadvantage on ranged attack rolls made against creatures other than the golem. The aura suppresses invisibility.

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

Immutable Form: The golem is immune to any spell or effect that would alter its form.


Actions

Multiattack: The golem makes two Slam attacks.

Slam: Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 2d10+6 bludgeoning damage plus 7 (2d6) radiant damage.

Crystalline Explosion (Recharge 5–6): The golem releases a pulse of shattering crystal. Each creature within 15 feet must make a DC 17 Constitution saving throw, taking 8d8 radiant damage on a failed save, or half as much on a success. Creatures that fail are also blinded until the end of their next turn.



Cover image: Noonshade by H. Ogni

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