Glitterhaunt (CR 8)
AC: 21 (-1 Dex, +12 natural), touch 9, flat-footed 21
Hit Dice: 12d6+60 (102 hp); DR: 10/cold iron
Fort +11, Ref +7, Will +8
Speed: 30 ft., burrow 30 ft.
Space: 5 ft./5 ft.
Base Attack +6; Grapple +11
Attack: Gemlance +12 melee
Full Attack: 4 gemlances +12 melee
Damage: Gemlance 1d6+5/x4
Special Attacks/Actions: Prismatic flash, shardburst
Abilities: Str 21, Dex 8, Con 20, Int 14, Wis 11, Cha 21
Special Qualities: Absorb metal, earth glide, immunity to acid and fire, resistance to cold 10, SR 19
Feats: Blind-fight; Great Fortitude; Improved Initiative; Power Attack; Weapon Focus (gemlance)
Skills: Climb +20, Diplomacy +7, Hide +14, Knowledge (dungeoneering) +17, Knowledge (geography) +17, Knowledge (nature) +17, Listen +15, Sense Motive +15, and Spot +15
Advancement: 13-16 HD (Medium), 17-28 HD (Large), 29-36 HD (Huge)
Climate/Terrain: Any mountain
Organization: Solitary, pair, or cluster (3-8)
Treasure/Possessions: Standard coins, triple gems, standard magic
Prismatic Flash (Su): Once per day, as a standard action, a glitterhaunt can create a flash of multicolored energy that duplicates the effects of a prismatic spray. All creatures in a 20-foot burst centered on the glitterhaunt are affected. Saving throws, when applicable, are DC 21; this save DC is Constitution-based.
Shardburst (Su): Once every 1d4 rounds, a glitterhaunt can generate a lacerating spray of jagged, razor-sharp crystals from its body. The crystals explode in a 40-foot burst around the glitterhaunt, dealing 6d6 points of slashing damage to all creatures in the area. A successful Reflex save (DC 21) halves the damage done. The save DC is Constitution-based.
Absorb Metal (Su): As a free action once a round, a glitterhaunt can absorb forged metal into its body to heal damage. The glitterhaunt can either make a touch attack to absorb metal or it can attune its body to absorb the first forged metal weapon that strikes its body. In the latter case, the effect lasts until the beginning of the glitterhaunt's next turn, or until it is discharged. In either case the object takes 4d6 points of sonic damage. If the object is destroyed, it shatters into thousands of pieces that immediately melt and merge with the glitterhaunt, restoring damage equal to the object's maximum hit points. The glitterhaunt can use this ability only once per round, and it cannot affect an object that weighs more than 10 pounds.
Earth Glide (Ex): A glitterhaunt can glide through stone, dirt, or almost any other sort of earth -- including 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 glitterhaunt flings the fey back 30 feet, stunning it for 1 round unless it succeeds on a DC 15 Fortitude save.
A glitterhaunt attacks by forming long, thin crystalline spines from its body with sudden and powerful force. As a full attack action, a glitterhaunt can strike with four of these gemlances; a successful critical hit with a gemlance inflicts x4 damage. Against more powerful foes, a glitterhaunt prefers to use its spells or special attacks.
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.