Medium Elemental (Earth, Psionic)
Hit Dice: 12d8+36 (94 hp)
Initiative: +2
Speed: 30 ft. (6 squares), burrow 20 ft.
Armor Class: 19 (+1 Dex, +8 natural), touch 13, flat-footed 19
Base Attack/Grapple: +8/+6
Attack: Sting +14 melee (1d6+6)
Full Attack: Sting +14 melee (1d6+6)
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 +11, Ref +8, Will +4
Abilities: Str 20, Dex 13, Con 14, Int 6, Wis 10, Cha 14
Skills: Appraise +9, Climb +6, Jump +6, Listen +4, Spot +12
Feats: Alertness, Great Fortitude, Lightning Reflexes, Improved Toughness, Improved Natural Attack
Environment: Underground
Organization: Solitary or facet (2-5)
Challenge Rating: 4
Treasure: Double goods (gems only)
Alignment: Any lawful
Advancement: 13-18 HD (Large)
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 Edit

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.