| Crystal Wraith
Medium Undead (Earth)
Alignment: Neutral Evil
|Initiative: +7||Speed: 30 ft. (6 squares)|
|Hit Dice: 10d12 (66 hp)|
|AC/tch/ff: 19/14/16 (+3 Dex, +5 Natural, +1 Dodge)|
|Saves: Fort +3, Ref +6, Will +8|
|BAB/Grapple: +5/ +6||Space/Reach: 5 ft./ 5 ft.|
|Attack (melee): Crystal Claw +8 (1d8 +1/ 19-20)|
|Full Attack: 2 Claws +6/ +6 melee (1d8 +1/ 19-20)|
|Special Attacks: Shard Burst|
|Special Qualities: Vampiric Healing, Keen, DR 5/Bludgeoning, SR 15 (except Sonic), Ray Refraction|
|Abilities: Str 12, Dex 16, Con -, Int 8, Wis 12, Cha 10|
|Skills: Arcane Lore +6, Balance +10, Perception +14, Stealth +20|
|Feats: Weapon Finesse, Improved Initiative, Dodge, Improved Natural Attack|
|Environment: Caves and Dungeons||Organization: Solo or Packs (2-4)|
When a sentient creature bleeds to death in a place attuned to the Elemental Plane of Earth, it sometimes reanimates as a dangerous crystalline creature known as a Crystal Wraith. The Wraith vaguely resembles the creature’s living form, but it is covered in razor-sharp crystal blades and protrusions. Nearly clear, the creature can be hard to see in brightly lit conditions, but contrary to it’s name and appearance, the Crystal Wraith is not incorporeal. As the Wraith injures living targets and absorbs their blood, its color shifts to a dark, ruby-like red.
Like many undead creatures, Crystal Wraiths are spiteful, angry beings who delight in the destruction of the living. The creature wades fearlessly into combat with multiple targets, relying on it’s Vampiric Healing and Shard Burst abilities to keep it alive. In groups, they often use Shard Burst to tag-team a large group, allowing a fresh Wraith to engage concentrated enemies while a wounded Wraith stalks ranged attackers and spell-casters who linger on the edge of combat.
Shard Burst: 3 times per day, the Wraith can fragment its crystalline body into a cloud of razor-edged shards and reform in another location. The Wraith teleports up to 60’ to any where it can see. Creatures and other targets in a 10’ burst from both the starting and ending squares of this movement suffer 2d6 slashing damage; targets can attempt a DC 18 Reflex save for half damage. The save DC is Dexterity based.
Vampiric Healing: For every 2 points of damage a Crystal Wraith deals to a living target with its Crystal Claws or Shard Burst, the Wraith heals 1 point of damage it has suffered. If this takes the wraith above its maximum hit point value, it gains the excess as temporary hit point. It cannot gain more than 1 temporary hit point per hit die in this manner.
Keen: The Crystal Wraith’s melee attacks threaten a critical hit on a 19-20.
Ray Refraction: Whenever the Crystal Wraith’s spell resistance successfully blocks a ray, the Wraith can re-target it at any creature within 30’. The Wraith makes its own ranged touch attack roll against the target, with a +8 modifier. The Wraith cannot always successfully identify incoming spells, and when its Arcane Lore check is unsuccessful, it generally targets the nearest creature.
Crystal Wraiths gain a +4 racial bonus to Stealth checks, due to their translucent nature.