Kapoacinth, Crystal (CR 4)
AC: 19 (+1 size, +3 Dex, +5 natural), touch 14, flat-footed 16
Hit Dice: 3d10+9 (25 hp); DR: 15/magic
Fort +6, Ref +6, Will +1
Speed: 40 ft., swim 70 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple -3
Attack: 2 claws +7 melee and bite +5 melee and gore +5 melee
Full Attack: 2 claws +7 melee and bite +5 melee and gore +5 melee
Damage: Claw 1d4-2, bite 1d6-2, gore 1d6-2
Special Attacks/Actions: Psionics, color spray
Abilities: Str 7, Dex 16, Con 16, Int 6, Wis 11, Cha 7
Special Qualities: Cold immunity, freeze
Feats: Multiattack; Weapon Finesse (bite) (B); Weapon Finesse (claw) (B); Weapon Finesse (gore) (B)
Skills: Hide +12*, Listen +4, and Spot +5
Advancement: 4-6 HD (Medium-size); 7-9 HD (Large)
Climate/Terrain: Temperate and cold aquatic and underground
Color Spray (Sp): Once per day the crystal kapoacinth can generate an internal discharge of light through its crystal body. This is treated as a color spray with a 40-foot radius area of effect. Caster (or manifester) level 3rd; save DC 9.
Freeze (Ex): A kapoacinth can hold itself so still it appears to be a crystalline statue. An observer must succeed at a Spot check (DC 20) to notice the crystal kapoacinth is really alive.
Psionics (Sp): 1/day -- charm person, inflict pain. Manifester level 3rd; save DC d20 + power level + key ability modifier.
Attack/Defense Modes: At will -- id insinuation/thought shield.
Skills: *A crystal kapoacinth receives a +4 racial bonus on Hide checks when concealed against a background of worked stone, and a +10 racial bonus on Hide checks when concealed in water or against a background of ice.
Crystal kapoacinths remain still, then suddenly attack or dive onto their prey.