The crysmal is a scorpion-like creature from the Elemental Plane of Earth.

Gemlike Appearance. Each crysmal has a unique appearance. While each are created from gems or crystals, each has different patterns, edges, and consistency based on the stones used to create it.

Driven to Propagate. The crysmal seeks to create more of its kind by converting gems and crystals into new crysmals. It may seek conflict with adventurers, knowing they often carry valuable stones. It takes the crysmal an hour with 8 or more gems worth at least 25 gp each to create a new crysmal. If forced to use other minerals, the creation of a new crysmal takes significantly more time.

Elemental Nature. The crysmal doesn’t require air, food, drink, or sleep.


Small elemental, unaligned

Armor Class 17 (natural armor)
Hit Points 58 (13d6 + 13)
Speed 30 ft., burrow 20ft.


15 (+2)


14 (+2)


12 (+1)


6 (−2)


13 (+1)


14 (+2)

Skills Perception +5
Damage Vulnerabilities thunder
Damage Resistances lightning, piercing, slashing
Damage Immunities cold, fire, poison
Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 15
Languages Terran
Challenge 3 (700 XP)                              Proficiency Bonus +2

Innate Powers. After manifesting a psionic power, the crysmal can take a bonus action to regain half of the power points spent on that power (rounded up).

Power Manifesting. The crysmal is a 2nd-level manifester. Its manifesting ability is Charisma (power save DC 12, +4 to hit with power attacks). It has 3 power points to spend on the following powers: bastion of thought, extrasensory perception, harmonics, puppetry.


Stinger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Mind Thrust (Psionic). The crysmal assaults the mind of a creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.