Crysmal

Size/Type: Small Elemental (Earth, Psionic)
Hit Dice: 6d8+6 (33 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 21 (+1 size, +2 Dex, +8 natural), touch 13, flat-footed 19
Base Attack/Grapple: +4/+2
Attack: Sting +7 melee (1d3+3)
Full Attack: Sting +7 melee (1d3+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psi-like abilities
Special Qualities: Damage reduction 5/ bludgeoning, elemental traits, immunity to fire and cold, resistance to electricity 15
Saves: Fort +8, Ref +6, Will +2
Abilities: Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14
Skills: Appraise +9, Climb +5, Jump +5, Listen +2, Spot +10
Feats: Alertness, Great Fortitude, Lightning Reflexes
Environment: Underground
Organization: Solitary or facet (2–5)
Challenge Rating: 3
Treasure: Double goods (gems only)
Alignment: Any lawful
Advancement: 7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment:

A conglomerate of stone and crystal, a crysmal above all else seeks to perpetuate its kind.
Crysmals transform mundane minerals into juvenile crysmals. Gems are the perfect substance for this reproductive cycle: To make a single juvenile, a crysmal generally needs eight to ten gems, each of 25 gp value or more.
Crysmals understand Terran but do not speak.

Combat

Psi-Like Abilities: At will—control object, control sound, detect psionics, empty mind, mind thrust (2d10, DC 13*); 3/day—psionic dimension door. Manifester level 2nd. The save DCs are Charisma-based.

*Includes augmentation for the crysmal’s manifester level.

Skills: Crysmals have a +8 racial bonus on Appraise checks and Spot checks.

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