Crysmal

Combat

Crysmal

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, electricity resistance 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.