|
|
|
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.
|