Elemental of Law, Kryst
From D&D Companion Set:
Kryst
Armor Class: 2
Hit Dice: 9*
Move: 240’ (80’)
Attacks: 3 spikes
No. Appearing: 1-6 (10-1,000)
Save As: Elf: 9
Morale: 9
Treasure Type: Special
Alignment: Lawful
XP Value: 1,600
The kryst are intelligent beings made of crystalline rock. They are native to the Elemental
Plane of Earth.
A kryst looks like a group of 12 golden crystal spikes, all projecting outward from a central
point. It is immune to poison, normal weapons, all 1st and 2nd level spells, and to all attacks based on air. A kryst can detect invisible at will, and can use detect magic, dispel magic, haste, or air to earth 3 times per day (all as if cast by a 9th level magic-user). The kryst communicate by telepathy (120’ range) or, if mental contact causes poor reactions, by written messages.
A kryst can attack by ramming opponents with its spikes, and can attack up to 3 times per round.
The kryst have a widespread and complex society in their own realms, peacefully living with and helping the earth elementals. They welcome visitors, and are eager to gain new knowledge of all types. They fear and wage a never-ending war against the hordes, and
seek to unite all other creatures against them. The kryst are also enemies of the hydrax,
though they rarely encounter them. They fear water-type creatures and attacks.
From Mystara Monstrous Compendium Appendix:
Kryst
Climate/Terrain: Any earth
Freq: Very rare
Org: Cluster
Activity Cycle: Any
Diet: Earth, rock
Int: Average (10)
Treasure: Nil
Alignment: Lawful good
# App: 1d6
Armor Class: 2
Movement: 24
Hit Dice: 9
THAC0: 11
# Attacks: 3
Dmg/Att: 1d12 (spike)/1d12 (spike)/1d12 (spike)
SA: Spells
SD: See below
MR: Nil
Size: M (6' across)
Morale: Elite (14)
XP Value: 6,000
Krysts, intelligent beings native to the Elemental Plane of Earth, have bodies made of quarzlike rock; each kryst looks like a group of 12 golden, crystal spikes, all projecting outward from a central point.
A kryst normally speaks via telepathy (120-foot range). If mental contact causes a poor reaction, it accommodates others by switching to written communication. (It etches messages with one of its spikes.)
Combat: Although a kryst never enters a battle without first determining it has no better option, it fights fiercely once committed. These elementals normally attack by ramming opponents with their long spikes. A kryst can attack in this manner up to three times per round, causing 1d12 points of damage with each successful hit.
Krysts are immune to all earth-based attacks and can use detect magic, dispel magic, wall of stone, and transmute rock to mud each three times per day. In addition, krysts can cast stone tell once per day. They cast all spells at 9th level. Krysts remain very vulnerable to air-based attacks, suffering double damage from them.
Habitat/Society: Krysts have a widespread and complex society in their own realms, peacefully living with and helping earth elementals. They welcome visitors, and eagerly seek new knowledge of all types.
Ecology: These elementals fear and hate the hordes, with whom they wage a never-ending war. They are also enemies of the hydrax, although they rarely encounter them. All krysts fear air-based creatures and air-based attacks, although they view no group of these beings as their particular enemies.