Crystalline Crawler

Crystalline Crawler


Crystal Crawler, Small
Size/Type: Small Construct
Hit Dice: 12d12 +10 (90 hp)
Initiative: +3
Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 22 (+1 size, +3 Dex, +8 Natural Armor), touch 14, flat-footed 19
Base Attack/Grapple: +9
Attack: Psionics, +14 Claws (1d8+1)
Full Attack: Psionics, +14/+9/+4 Claws
Space/Reach: 5 ft./5 ft.
Special Attacks: Energy Drain (2 Levels per attack), Psionic: Mind Blast
Special Qualities: Blindsight, Construct Traits, Regeneration, Sonic Vulnerability, Immune to Acid, Immune to Psionics, All-Around Vision, Burrow
Saves: Fort +6, Ref +14, Will +8
Abilities: Str 22 (+6), Dex 17 (+3), Con 13 (+1), Int 9 (-1), Wis 10 (0), Cha 10
Skills: Climb +16, Hide +12*, Jump +10*, Spot +4*
Feats: Power Attack, Cleave, Great Cleave, Multiattack (2 additional attacks at -2)
Environment: Any
Challenge Rating: 10
Treasure: None

Psionics: Mind Blast (Telepathy [Mind-Affecting])

Time: 1 standard action
Range: Close (60 ft.)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (DC 22)

Mind Blast delivers a massive assault on the thought pathways of any one creature, dealing 3d10 points of damage to it.  Target must pass Fortitude Check vs Damage or fall uncontrollably of the pain and confusion.  Spending a Wyrd can prevent this part of the effect.

Energy Drain

An energy drain attack draws a portion of the victim’s life force. The energy drain attack require a successful melee attack roll. Each successful energy drain bestows one or more negative levels (2 per attack).  If an attack that includes an energy drain scores a critical hit, it drains twice the given amount.

A creature takes the following penalties for each negative level it has gained:

  • -1 on all skill checks and ability checks.
  • -1 on attack rolls and saving throws.
  • -1d6 hit points.
  • -1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
  • -1d8 Wyrd

Negative levels remain until 24 hours have passed or until they are removed with a occult power. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 16). On a success, the negative level goes away with no harm to the creature. On a failure, the creature suffers 1 additional negative level and all negative levels now require 48 hours to pass.

A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight.

All-Around Vision

A creature with allaround vision can look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking the creature.

Vulnerability to Sonic

This creatures has vulnerability to a certain sonic effects. It takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.


A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.

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