
CRYSMAL
CR 3 LN Small outsider (earth, elemental, psionic) XP 800
Init +2 Senses darkvision 60 ft., Perception +19
Defense
AC 21, touch 13, flat-footed 19 (+1 size, +2 Dex, +8 natural)
hp 39 (6d10+6)
Fort +8, Ref +6, Will +2 DR 5/bludgeoning; Immune elemental traits, fire, cold; Resist electricity 15
Offense
Speed 30 ft.; burrow 20 ft.
Melee Sting +8 melee (1d3+3)
Psi-Like Abilities (ML 2nd)
At will—control object, control sound, detect psionics, empty mind, mind thrust (2d10, DC 13*) 3/day—fold space
Statistics
Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 14
Feats
Alertness, Great Fortitude, Lightning Reflexes
Skills
Acrobatics +11, Appraise +15, Climb +11, Perception +19 Racial Modifiers +8 Appraise, +8 Perception
Ecology
Environment: Undergound
Organization: Solitary or facet (2-5)
Treasure: Double goods (gems only)
A crysmal exists for one purpose – to consume enough gemstones to reproduce. Single-minded in the extreme, they spend the vast majority of their time searching out gems, which they have learned bipedal creatures often carry. Crysmals come in a variety of colors and shades, and while some have theorized that the coloring indicates the type of gemstone that the crysmal consumes, there has been no direct evidence to show that a particularly – colored crysmal will ignore gems of different colors.
Crysmals are not outright evil, and handing a crysmal the gems it is looking for will typically leave you unharmed. Swarms of crysmals will often claim a gem-mine and as populations bloom, they can advance upon cities and villages, smelling the crystals within. Intelligent enough to follow plans, these creatures often surprise simple guards. A crysmal requires 8 to 10 gemstones worth 25 gp or more to create a juvenile crysmal.
A crysmal is typically about 4 feet long.