Krysts are a race of genial elemental creatures native to the Plane of Earth. Krysts cannot glide through earth and stone as many elemental creatures can do, which forces them to stick to relatively open spaces. They have their own societies, carving small cubicles into stone walls and crevasses, but are often found among other creatures of earth. They frequently act as go-betweens and diplomats for shaitans, xorns, and earth elementals. They cannot speak, instead communicating telepathically. If telepathic communication is distrusted or feared by a party with which they are conversing, they will use their own body as a stylus, scratching their messages into stone tablets.
Few krysts are violent by nature, but they do not hesitate to fight to protect those weaker than themselves. They ram enemies with their bodies, spinning and turning to strike multiple times in a round. Strong winds erode their bodies rapidly, and as such krysts are distrustful of air elementals and those with access to air magic.
Kryst CR 7
XP 3,200
LG Medium outsider (earth, elemental, extraplanar)
Init +6; Senses darkvision 60 ft., Perception +15, tremorsense 120 ft.
Defense
AC 20, touch 13, flat-footed 17 (+2 Dex, +7 natural, +1 dodge)
hp 83 (11d10+22)
Fort +5, Ref +9, Will +9
DR 10/bludgeoning; Immune acid, elemental traits; SR 18
Weakness vulnerable to wind
Offense
Speed 50 ft., burrow 20 ft.
Melee 3 gores +13 (1d12+2)
Spell-like Abilities CL 7th, concentration +9 (+13 casting defensively)
At will—detect magic, glitterdust (DC 14)
3/day—dispel magic, transmute rock to mud, wall of stone
1 day—spike stones (DC 16), stone tell
Statistics
Str 14, Dex 15, Con 14, Int 10, Wis 15, Cha 15
Base Atk +11; CMB +13; CMD 25 (cannot be tripped)
Feats Combat Casting, Dodge, Improved Initiative, Mobility, Nimble Moves, Spring Attack
Skills Acrobatics +14 (+22 jumping), Diplomacy +14, Knowledge (dungeoneering) +12, Knowledge (planes) +12, Perception +15, Sense Motive +15, Stealth +15
Languages Terran, telepathy 100 ft (cannot speak)
Ecology
Environment any land and underground (Plane of Earth)
Organization solitary or cluster (2-6)
Treasure standard
Special Abilities
Vulnerable to Wind (Ex) A kryst’s body is literally blown away by the wind. Any round it is in an area of strong or stronger winds, it takes 2d6 points of damage, plus an additional 2d6 for each level the wind is more intense than strong. It gets no save against this damage. If a wind effect ordinarily deals damage (like the air blast of a kineticist), it takes 150% damage from this effect.