Image promptmedium crystal elemental sniper, angular faceted quartz humanoid, needle-lance firing arm, armor-piercing shards, half-emerging from cavern wall, refracting prismatic beam, deep dark cavern, pale glassy blues smoky quartz-grey, rainbow refractions across facets, black rock, precise long-range aiming pose, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Crystal Sniper

Medium Elemental, Lawful Neutral
CR 8ArtilleryUnderground
AC 16 (crystal)
STR
12
+1
save +1
DEX
18
+4
save +7
CON
20
+5
save +8
INT
12
+1
save +1
WIS
16
+3
save +6
CHA
8
−1
save −1
Skills Perception +6, Stealth +7
Resistances Piercing · Immunities Poison; Exhaustion, Petrified, Poisoned
Senses Darkvision 120 ft., Tremorsense 60 ft.; Passive Perception 16 · Languages Terran

Traits

Point Blank Weakness. With an enemy within 5 feet, ranged attacks have Disadvantage. Crystalline Body. Critical Hits against it count as normal hits. Refraction. Ranged attacks against the Crystal Sniper are made with Disadvantage.

Actions

Multiattack. Three Shard Lance attacks. Shard Lance. Ranged Attack Roll: +7, range 150 ft. Hit: 14 (3d6 + 4) Piercing damage. If the target's AC is 16 or higher, this attack deals 7 (2d6) extra damage (piercing through armor). Prismatic Beam (Recharge 5–6). A 60-foot line (5 feet wide). DC 16 DEX save. Failure: 35 (10d6) Radiant damage and Blinded (1 turn). Success: Half.

Bonus Actions

Burrow Shift. Burrows into the ground and moves at its Burrow speed; doesn't provoke Opportunity Attacks.

Key

Close the distance. And watch out: it specifically hunts armored characters (AC 16+ → extra damage). A Rogue/Monk (low AC) closes in on it more easily.