Crystal Elemental, Greater (3.5e Creature)

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While most earth elementals are born of dirt, sand, or stone, there are a few that are born of large crystal deposits. These earth elementals take on the unique qualities of their crystalline material, making them considerably more dangerous than standard earth elementals.


Crystal elementals speak Terran but rarely choose to do so.

COMBAT[edit]

Though a crystal elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. A crystal elemental can move along the bottom of a body of water but prefers not to.

The crystalline nature of this elemental makes gives it new weapons and defenses that normal earth elementals lack, but it also gains new weaknesses. The crystal is harder than standard earth, but also shatter-prone. Therefore, as compared to an earth elemental, a crystal elemental has more natural armor, but less damage reduction.

Earth Mastery (Ex): A crystal elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)

Push (Ex): A crystal elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.

Earth Glide (Ex): A crystal elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing crystal elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

Spiked Fists (Ex): A crystal elemental's Slam attack deals both bludgeoning and piercing damage (whichever the target is more vulnerable to), and deals damage as if it were one size category larger.

Spiked Body (Ex): The crystal elemental's body is covered in sharp crystalline spikes. Creatures striking the crystal elemental in melee with unarmed strikes or natural weapons must succeed on a DC 15 Reflex save or take the indicated damage. Additionally, any creature in a grapple with a crystal elemental automatically takes the indicated damage each round. This damage counts as Piercing damage.

Earthen Fast Healing (Ex): The crystals that make up the elemental's body can rapidly regrow by absorbing minerals from the earth. A crystal elemental heals the indicated number of hit points each round as long as it is touching the ground.

Sonic Vulnerability: Crystal elementals take 150% normal damage from sonic energy damage.


Crystal Elemental Sizes
Elemental Height Weight Elemental Height Weight
Small 4 ft. 80 lb. Huge 32 ft. 48,000 lb.
Medium 8 ft. 750 lb. Greater 36 ft. 54,000 lb.
Large 16 ft. 6,000 lb. Elder 40 ft. 60,000 lb.

Crystal Elemental, Greater[edit]

Huge Crystal Elemental Greater Crystal Elemental Elder Crystal Elemental
Size/Type: Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar)
Hit Dice: 16d8+112 (184 hp) 21d8+147 (241 hp) 24d8+192 (300 hp)
Initiative: –1 –1 –1
Speed: 30 ft. (6 squares) 30 ft. (6 squares) 30 ft. (6 squares)
Armor Class: 22 (–2 size, –1 Dex, +15 natural),, touch 7, flat-footed 22 28 (–2 size, –1 Dex, +21 natural),, touch 7, flat-footed 28 34 (–2 size, –1 Dex, +27 natural),, touch 7, flat-footed 34
Base Attack/Grapple: +12/+29 +15/+33 +18/+37
Attack: Slam +19 melee (2d12+9) Slam +23 melee (2d12+10) Slam +27 melee (2d12+11/19–20)
Full Attack: 2 slams +19 melee (2d12+9) 2 slams +23 melee (2d12+10) slams +27 melee (2d12+11/19–20)
Space/Reach: 15 ft./15 ft. 15 ft./15 ft. 15 ft./15 ft.
Special Attacks: Earth mastery, push, spiked fists, spiked body (1d8) Earth mastery, push, spiked fists, spiked body (2d6) Earth mastery, push, spiked fists, spiked body (2d8)
Special Qualities: Damage reduction 2/–, earth glide, darkvision 60 ft., elemental traits, earthen fast healing 5, sonic vulnerability Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits, earthen fast healing 7, sonic vulnerability Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits, earthen fast healing 10, sonic vulnerability
Saves: Fort +17, Ref +4, Will +7 Fort +19, Ref +6, Will +9 Fort +22, Ref +7, Will +10
Abilities: Str 29, Dex 8, Con 24, Int 6, Wis 11, Cha 11 Str 31, Dex 8, Con 25, Int 8, Wis 11, Cha 11 Str 33, Dex 8, Con 26, Int 10, Wis 11, Cha 11
Skills: Listen +10, Spot +9 Listen +14, Spot +14 Listen +29, Spot +29
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment: Elemental Plane of Earth Elemental Plane of Earth Elemental Plane of Earth
Organization: Solitary Solitary Solitary
Challenge Rating: 8 10 12
Treasure: None None None
Alignment: Usually neutral Usually neutral Usually neutral
Advancement: 17–20 HD (Huge) 22–23 HD (Huge) 25–48 HD (Huge)
Level Adjustment:



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