Crysmal (CR 3)
AC: 21 (+1 size, +2 Dex, +8 natural), touch 12, flat-footed 19
Hit Dice: 6d8+6 (33 hp); DR: 15/magic
Fort +3, Ref +4, Will +2
Speed: 20 ft.
Space: 5 ft./5 ft.
Base Attack +4; Grapple -5
Attack: Sting +7 melee
Full Attack: Sting +7 melee
Damage: Sting 1d3+3
Abilities: Str 15, Dex 14, Con 12, Int 6, Wis 10, Cha 10
Special Qualities: elemental, psionics, electricity resistance 15, fire and cold immunity
Feats: Alertness; Skill Focus (Appraise)
Skills: Appraise +8, Climb +11, Jump +11, and Spot +6
Advancement: 7-9 HD (Medium-size); 10-13 HD (Large)
Climate/Terrain: Any underground
Organization: Solitary or facet (2-5)
Treasure/Possessions: Double goods (gems only)
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Psionics (Sp): At will -- control object, control sound, create sound, detect psionics, and phase door. These abilities are as the powers manifested by an 18th-level psion.
Attack/Defense Modes (Sp): At will -- ego whip, mind thrust/empty mind.
Skills: Crysmals receive a +8 racial bonus on Appraise checks when examining gems.
Feats: Crysmals gain Skill Focus (Appraise) as a bonus feat.
Crysmals prefer to quietly reproduce, but sometimes they must hunt for crystals to carry out their reproductive imperative. They are not shy about attacking bipedal creatures, who crysmals have learned often carry gemstones.
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.