Charge. If the crystalhorn moves at least 20 feet in a straight line and then makes a horn attack, it deals 1d8 1d8 extra damage and the target must make a DC 17 Strength saving throw or be knocked prone. Heat adapted. The crystal horn doesn't suffer from the effects of extreme heat. It is still able to take fire damage.
Bite. Melee weapon attack: +6 1d20+6 , reach 5 feet, one target. Hit: 10 (2d6+3) 2d6+3 piercing damage. Horn. Melee weapon attack: +6 1d20+6 , reach 5 feet, one target. Hit: 8 (1d10+3) 1d10+3 piercing damage. Blinding shell (recharge 4-6). The crystalhorn shines strong light reflected from it. It hits all creatures within 20 feet of it. The crystalhorn can choose to not hit any creatures it wants. Each hit creature must make a DC 18 Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Stomp (recharge 6). The crystalhoen slams into the ground with force. All creatures within 30 feet of it must make DC 17 Dexterity saving throw or be knocked prone. If they fail by 5 or more, they are also stunned for 1 minute. They may repeat this saving throw at the end of each of their turns, ending the effect on themselves on a success.
This extremely shiny beast is native to the Sa'ar Desert. It is large - especially wide- and covered in highly reflective scales that prevent most of the sunlight from heating their bodies. They are slow moving and live on a diet of various rocks, absorbing minerals, traces of water and the rare lichen or bacteria for protein.
Desert