Crystalline Phrenic Guardian

Large Elemental (Psionic)
Hit Dice: 8d8+32 (68 hp); see text
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 24 (-1 size, -1 Dex, +16 natural), touch 8, flat-footed 25
Base Attack/Grapple: +6/+17
Attack: Claw +12 melee (1d8+7)
Full Attack: 2 claws +12 melee (1d8+7) and bite +10 melee (2d6+3)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Crystal shard, explosive dispersal, trip
Special Qualities: Elemental traits, damage reduction 5/-, darkvision 60 ft., dormant form
Saves: Fort +10, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills: Climb +9, Jump +13, Listen +4, Spot +4
Feats: Alertness, Multiattack, Weapon Focus (bite)
Environment: Any mountainous or underground
Organization: Trio; see text
Challenge Rating: 10; see text
Treasure: None
Alignment: Usually neutral
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
Level Adjustment:

Thousands of floating crystal shards, hovering together in a cloud, seems to patrol the area. When you approach, the crystals coalesce into what appear to be several crystal dogs covered in spikes.

A crystalline phrenic guardian is typically dispersed in a crystalline mist that can guard large areas of its phrenic location at any given time. When coalesced, a crystalline phrenic guardian takes the form of three separate guardians and each typically weighs roughly 1800 pounds. Each canine form of the crystalline guardian acts independently and is treated as having the full hit points of the guardian. All three canine bodies of the crystalline guardian must be destroyed to kill a crystalline phrenic guardian. Its body is pure crystal, although the variety of crystal is typical to the specific area where it was formed. Most crystalline phrenic guardians can be found in subterranean or mountainous phrenic locations.


Crystalline phrenic guardians prefer to watch intruders in their phrenic locations while in their crystalline shard form, thereby avoiding the intruders realizing they are being observed. While the shard form of the crystalline phrenic guardian draws attention, few realize it is, in fact, a creature that guards the area. If the intruders cause harm, the guardian will quickly shift into canine form and attack its opponents. The preferred tactic of the crystalline phrenic guardian is to fire a crystal shard prior to charging an opponent and attacking with its crystalline natural attacks.

Crystal Shard (Ps): A crystalline phrenic guardian may use crystal shard once per round as a swift action as a 6th level manifester. The crystals fired from this ability appear to sail back to the phrenic guardian as if attracted by an unknown force after impact.

Explosive Dispersal (Su): If a crystalline phrenic guardian faces a foe that it is having difficulty defeating, it will resort to exploding from its canine form back into its dormant form, causing 8d6 points of piercing damage to all creatures within a 15 foot radius of the guardian’s location. Creatures affected can attempt a DC 14 Reflex save for half
damage. The crystalline phrenic guardian may not reform into its canine form for 1d4 minutes after using its explosive dispersal ability.

Trip (Ex): A crystalline phrenic guardian that hits with a bite attack can attempt to trip the opponent (+7 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the crystalline phrenic guardian.

Elemental Traits: A crystalline phrenic guardian is immune to poison, sleep effects, paralysis, and stunning. It is not subject to critical hits or flanking. Crystalline phrenic guardians do not eat, sleep, or breathe.

Dormant Form (Ex): A crystalline phrenic guardian is typically in the form of thousands of tiny crystalline shards that float in mid-air. When in this form, the guardian is treated as having concealment, but can not make any attacks, including using its crystal shard ability, until it manifests in its active form, a process which takes one standard action.

Skills: Crystalline phrenic guardians have a +4 racial bonus to Jump checks.

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