Multiattack. The atronach makes two Slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., single target. Hit: 14 (2d8+5) bludgeoning damage.
Mineral Ability. (See Below)

Variants
Crystal Atronachs come in many varieties, owing to the great abundance of mineral types and structures. Simply replace the creature's Mineral Legacy with what version of Legacy they would have from the list below:
Amethyst Legacy: Various purple colored atronachs, across the whole spectrum from the pale to the deep fall into this legacy
- Psychic Burden. If the atronach takes any psychic damage, a psychic connection is formed between the atronach and the attacker. The attacker takes however much psychic damage the atronach took, and on subsequent turns, both linked targets take an additional 1d6 psychic while linked in this way. The link ends if either target dies, falls unconscious, or move more than 120 feet apart from each other. Both targets know exactly where the other is while linked. During this time, the atronach directs its full attention on the linked target.
- Psychic Lash (Recharge 4-6). The atronach attempts to telekinetically grab a creature within 30 feet, and the target must make a DC 16 Strength saving throw. On a failed save, the atronach can choose to pull the target toward itself or to push the target violently away, up to 30 feet. Either way, the target takes 1d6 bludgeoning damage for every 10 feet of forced movement. If the target is thrown at another creature, the new target must make a DC 16 Dexterity saving throw. On a failed save, the second target takes the same damage as the first and both are knocked prone. On a successful save, the second target avoids any damage, and the first target continues on its original trajectory.
Azurite Legacy: Various blue colored atronachs fall under this legacy.
- Charge Generation. If the Atronach takes Bludgeoning, Piercing, or Slashing damage, then it deals an additional 1d6 lightning damage on its first Slam attack before the end of its next turn. If it takes force damage, the extra damage is increased to 2d6.
- Static Surge (Recharge 4-6). The atronach sends a pulse of electrical energy through a creature within 30 feet. The target must make a DC 16 Constitution saving throw. On a failed save, the atronach causes the target to be disoriented. It is subjected to the stunned condition and takes 1d12 lightning damage. On each subsequent turn, the target can make another Constitution saving throw. On a failure, they remain stunned and take another 1d12 lightning damage. The damage and stun persist each turn until a save is successful.
Citrine Legacy: Gold and yellow colored atronachs fall under this legacy.
- Radiant Dispersion. If the atronach takes any radiant damage, the energy is refracted, and all creatures within 15 feet of it must make a DC 16 Constitution saving throw, being stunned and blinded until the end of their next turn on a failed save or just blinded on a success.
- Radiant Lensing (Recharge 4-6). If the atronach takes any radiant damage, the atronach can choose to restrict its refracting ability and instead amplify it and, at the atronach's will, can release it in a 90-foot-line. Creatures in the area must make a DC 16 Dexterity saving throw, taking radiant damage equal to three times that taken by the atronach on a failed save, or half as much damage on a successful one.
Hematite Legacy: Dark, black atronachs, looking void-like, fall under this legacy.
- Necrotic Decay. If the atronach takes any necrotic damage, the atronach's hit point maximum is reduced by an amount equal to the necrotic damage taken, and it goes berserk for 1d4 rounds. On each of its turns while berserk, the atronach attacks the nearest creature it can see. If no creature is near enough to move to and attack, the atronach attacks an object, with preference for an object smaller than itself. While berserk, its Slam attack deals an additional 2d6 necrotic damage. If the atronach is slain while berserk, it rises after 1d4 rounds as one (if Large) or two (if Huge) corrupted crystal swarms (* see below)
- Corruptive Memory (Recharge 4-6). The atroncah can attempt to exude a fel aura around itself to extend the corruptive nature of its being to others around it. The atronach enlarges by one size category until the start of its next turn. Targets within 30 feet of the atronach must make a DC 16 Constitution saving throw or fall victim to the corruptive nature of the atronach's being. On a failure, any radiant damage the target would deal becomes necrotic instead and also gains the effects of the atronach's Necrotic Decay feature.
Malachite Legacy: Clear as glass, and deep like emerald, green atronachs fall under this legacy.
- Frigid Moods. If the atronach takes any cold damage, the atronach's body begins to break off in pieces. Each piece, when separated from the atronach's body, emits cold steam. Creatures within 10 ft. of one of these broken pieces must deal with this cold as it permeates the area of the battlefield. Targets roll a DC 16 Constitution saving throw. On a failure, the target shivers in the cold and has their movement reduced by half. Targets that fail the save also can take an action or a bonus action each turn, but not both. This effect persists so long as they are within range of these broken pieces of the atronach's body.
- Distant Sensations (Recharge 4-6). Those around the atronach move so slowly, yet they desire to move quickly. Why does no one love the atronach? When a creature moves out of the range of one of the fallen pieces, the atronach can will the pieces to move, and transfer them, one per turn, to a new location by means as in the spell ice knife, using no spell slots, and the piece of itself as the only material component.
Moonstone Legacy: Pale, Cloudy, and Clear grey atronachs all fall under this legacy.
- Sonic Amplifier. If the atronach takes thunder damage, all creatures within 15 feet of it must make a DC 15 Constitution saving throw, taking thunder damage equal to twice that which the atronach took on a failed save, or half as much damage on a successful one. Targets that fail the saving throw must succeed on another saving throw at the start of their next turn, or take additional damage equal to half of the thunder damage from the first. This continues each round, until a save is successful.
- Stimulated Growth (Recharge 4-6). The atronach fills space between portions of its body, making itself larger. It grows by one size category for 1 minute. For the duration, the atronach has advantage on Strength checks and saving throws, gains a +2 bonus to its AC, its movement is doubled, gains an extra attack action, and its Slam deals an additional 1d8 thunder damage. Each turn, the atronach must make a DC 16 Strength saving throw in order to maintain this altered form. If it fails, it reverts to its original size, and is incapacitated for one turn. After the minute ends, the effect ends, and likewise, it is incapacitated for 1 turn.
Quartz Legacy: Various colored atronachs, with a translucent appearance despite the color present, fall under this legacy.
- Noxious Reaction. If the atronach takes any acid damage, a cloud of noxious gas erupts from the damage surface, as the stinking cloud spell, and remains for 1d4 rounds centered on the atronach.
- Dwemerbane (Recharge 4-6). The atronach churns up, from its "stomach", clumps of other crystal, not resistant like it is, to acid, and regurgitates it upon targets within a 30 foot cone originating from it. All targets in range must make a DC 16 Dexterity saving throw. On a failure, targets take 2d8 acid damage, half as much damage on a success.
Vanadinite Legacy: Various red colored atronachs, both translucent and opaque, fall under this legacy.
- Blazing Surface. If the atronach takes any fire damage, its surface becomes superheated for 1 minute, and for the duration, any creature entering or starting its turn within 5 feet of the atronach takes 1d6 fire damage.
- Tempered Touch (Recharge 4-6). After the superheating of its form, the atronach can toughen itself up to further harm. As its body gains a layer of glass over its already crystalline body, it gains a damage threshold equal to the damage that caused the superheating. When an attack hits the atronach, the damage dealt must exceed the threshold for any damage to get through. When the glass damage threshold is met, that amount of damage is absorbed, and the excess makes its way through to damage the atronach. When the threshold is exceeded and damage goes through to the atronach, the glass forming the threshold shatters.