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Crysmal

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.