Flying Crystals [Archive] - Wizards Community

Post/Author/DateTimePost
R.M.G.C.L.F.

02-10-05, 06:13 PM
Cryzmatick
Small Elemental (Earth)
HD:3d8+9(22hp)
Initiative:+1(dex)
Speed:5ft, burrow 20ft, fly 20ft(perfect)
AC:15(+3 natural,+1size,+1dex)
Attacks: slam+4 melee, or drilling gore+4 melee (charge only)
Damage: slam 1d4+1, drilling gore 1d8+1
Special attacks: earth telekinesis, ground manipulation, spell-like abilities
Special Qualities: electricity resistance 15, cold and fire resistance 5, sonic and acid vulnerablity, elemental traits, skin acid vulnerability, crystal metabolism, tremorsense 90ft, darkvision 30ft, scent
Saves:Fort+3,Ref+1,Will+1
Abilities:Str14,Dex12,Con15,Int1,Wis13,C ha3
Skills: spot+3, listen+4, knowledge(geology)+4, hide+6, move silently+2 (a cryzmatick recieves skill points as if it were an animal and uses its wisdom modifier for knowledge (geology) chekcs)
Feats: toughness
___________________
Climate/Terrain: Mountain or underground
Organization: Solitary, cluster(2-4), or vein (5-7)
CR:2?
Alignment: Always true neutral
Treasure: None
Advancement: 4-9hd(small), 10-12hd(medium), 13-14hd(large)

Cryzmaticks appear as large crystalline structures, with a hue ranging from rose red to sulphur yellow. The subtly shift in shape as the move, gradually fluctuating between an even twenty sided polyhedron and a collection of narrow spikes and a cluster of protrude crystal formations of varying size.

Cryzmaticks are crystalline earth elementals that have little concern beyond growing and reproducing.
These bizzare creatures have some kind of telekinetic ability to move earth-like materials and themselves in relation to them. Cryzmaticks generally prefer an environment with mineral-rich springs or gradual drippage in order to grow.

combat: Cryzmatics generally attack creatures threatening or trodding upon their young, or tainting their nourishment source with their skin secretions. When fighting such opponents they try to keep them rooted with their ground manipulation and fling telekinetic attacks at them.

Earth Telekenisis(su): Cryzmatics can fly as long as they are within 40ft of an amount of earth substance greater than their mass. They can also fling a cluster of rocks and dirt as an attack action for a ranged attack dealing 1d6 bludgeoning damage, or a spray of gravel and shards to deal peircing damage.

Ground manipulation(su): Cryzmatics can, as a standard action, shift the ground, either causing jagged rocks and crystals to shoot up and deal 1 percing damage to all within a 25ft diameter wide circle (can be prevented as if caltrops) or cause stones and earth too sprout and wrap around a single targets legs and midsection, entangling them. They can break out with a strength check dc:13 (dc con based). Either effect ends after 1d4 rounds, and can be used at a range of up to 60ft.

Spell-like abilities(sp): Once per day splash of acid, magic stone. Caster level 3.

sonic and acid vulnerability(ex): Due to its ionic crystalline structure, a cryzmatic takes double damage from acid and sonic energy.

Skin acid vulnerability(ex): humans and many other creatures constantly secret a mildly acidic substance from their skin pores. While harmless to most creatures and materials, this fluid can damage and stunt crystals. The touch of any mammalian humanoid, monstrous humanoid, beast, animal, or magical beast deals 1d4 acid damage (comes out to 2d4 due to the acid vulnerability) and causes it to be wracked with pain for one round, suffering a -1 morale penalty on all attack rolls, saving throws, AC, and a -2 penalty to skill checks and dexterity.

Crystal metabolism(ex): A cryzmatic is in many ways like an ordinary crystal. It needs a source of mineral rich water, usually mountain runoff or an underground spring, or at least some hot mud, in which it rests accumulating more mineral composition and realigning its body through aqueas polar attractions, allowing growth, feeding, sleep, and natural healing to all occur simultaneously. A touch of skin acid prevents it from deriving any benefit from this for 1d4 hours.

Training a cryzmatic: Cryzmatics can be trained like animals by anybody who knows Terran. The only obey commands in the terran language.
MythMage

02-11-05, 12:27 AM
I vote for CR 2.

Very cool idea. :)
R.M.G.C.L.F.

02-13-05, 06:08 PM
Thank you. ^_^
R.M.G.C.L.F.

03-11-05, 05:32 PM
bump
R.M.G.C.L.F.

03-20-05, 01:03 PM
buuump
Nero's Boot

03-20-05, 01:11 PM
Too powerful for CR 2. Way too many special attacks and qualities for a mere 2 Challenge Rating. Don't get me wrong, it's a great monster, I just feel the CR is off somewhat.

--then again, you usually create some of the best monsters on these boards, so what do I know? NB
Phelix-Mu

03-20-05, 09:31 PM
But you may want to dumb down certain parts of the description for those that aren't science or crystal oriented. Ionic may mean something to me and you, but you will miss a part of the audience with such language. It does give a unique, sagely, coldly scientific tone to the description, though.

Game well, game often.
~Phelix-Mu
R.M.G.C.L.F.

03-23-05, 03:22 PM
Too powerful for CR 2. Way too many special attacks and qualities for a mere 2 Challenge Rating. Don't get me wrong, it's a great monster, I just feel the CR is off somewhat.

--then again, you usually create some of the best monsters on these boards, so what do I know? NB
Did you closely examine them, and note that the skin acid vulnerability makes them virtually indcapable of effective melee?

Also, could you please give a suggestion for a better CR?
R.M.G.C.L.F.

03-23-05, 03:24 PM
But you may want to dumb down certain parts of the description for those that aren't science or crystal oriented. Ionic may mean something to me and you, but you will miss a part of the audience with such language. It does give a unique, sagely, coldly scientific tone to the description, though.

Game well, game often.
~Phelix-Mu
Well, I think there's a limit to how far you can dumb down some statements, and I think most DnD fans can handle a little techno-babble.
R.M.G.C.L.F.

05-29-05, 11:47 AM
bump
OamuTheMonk

05-29-05, 01:31 PM
I like it. I dig monsters who are just trying to exist in their own evironment, and fight only when threatened.

If anything, Cr 2 is a little high, but Cr 1 is definitely too low...

A Greater Cryzmatik (possibly created when two or more Cryzmatiks fuse together while luxuriating in a hot mud spring) could be fun...

I may end up using these guys, mainly cause my Bluton would probably eat these guys like popcorn. Gotta fill in the food chain.
Millenia

05-29-05, 02:40 PM
I would suggest changing "Earth Telekenisis" to "Terrakinesis", 'cause it sounds cooler and stuffs! :D
OamuTheMonk

05-29-05, 03:03 PM
Millenia is correct. That does sound cooler.
R.M.G.C.L.F.

05-29-05, 04:43 PM
I dunno. >>
I think earth telekinesis is more scholarly sounding. Plus I don't want to hit the edit button.