Crystalline Guardian

Crystalline Guardian
Level 14 (+6)
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Awareness
22
Senses
Low-Light Vision
Initiative
13/1d10
Hitpoints: 158
Healing Value: 31
Resilience: +5
Morale
2
AC
21/28
Touch
18
Fort
22
Reflex
19
Will
19
Defenses
Resistances: Weapons (10, overcome by Adamantine), Bleed (Imm), Fire (50%), Lightning (50%), Cold (50%), Necrotic (Imm), Align. Damage (Imm). Immune to Death, Disease, Pain, Paralysis, Poisons & Toxins, Sleep, Sickened & Nauseated, and Energy Damage. Daze Resist (4).
Vulnerabilities: Sonic (2x), Caustic (1.5x)
Defensive Actions
Reconstruction  [Supernatural] • Advanced • Pot 1d8+6, MR No
Crystalline creatures constantly absorb the minerals around them, allowing them to repair themselves. Fast Healing (10) when in mineral rich environment.
Refraction [1/Rest]  [Supernatural] • Legendary • Pot 1d12+6, MR No
Interruptive Action
The Crystalline Guardian's skin becomes impossibly polished and smooth, reflecting the energy cast at it. When hit by a single target attack that deals Cold, Fire, or Lightning damage, the Crystalline Guardian is unaffected and the damage is reflected back on the attacker automatically.
Attributes / Saving Throws (1 AP)
STR
23 / 27
DEX
8 / 12
CON
20 / 24
INT
6 / 8
WIS
11 / 13
CHA
11 / 13
REC 8
Actions (+3 AP)
Standard Attacks (2 AP)
+14 vs AC (ArN 4)
Crystalline Fist  • Basic
3d8 + 10 (avg 24) Bludgeoning damage
Melee Reach 5ft • One creature
The Crystalline Guardian smashes a hardened crystal fist into a target.
2d8 + 10 (avg 19) Bludgeoning damage
Grapple +11
Special Attacks (3 AP)
+14 vs AC (ArN 7)
Crystal Blade Slash  • Advanced
4d8 + 24 (avg 42) Slashing damage
Melee Reach 5ft • One creature
The Crystalline Guardian forms one of its a hands into a sharp blade made of crystal that cuts through its opponent's armor with ease.
+14 vs AC (ArN 4)
Crystal Smash  • Advanced
4d8 + 19 (avg 37) Bludgeoning damage
Melee Reach 5ft
The Crystalline Guardian thickens its fist to an incredible density, and swings it heavily into a vulnerable area. On a hit, the target is Dazed for 1d6+2 Segments.
Move (1 AP), Double Move (3 AP)
Shift
5 ft
Skirmish
25 ft
Sprint
50 ft
Overland Movement
30 mi/day
Qualities
Skills: Stealth R6 (+10), Listen R6 (+11), Spot R7 (+13), Mining R5 (+15), Orienteering R5 (+9), Investigate R7 (+14)
Feats: Tough, Improved Negation, Heavy Hitter, Heavy Hitter
Philosophies: Rank 2 Mental, Rank 4 Physical, Rank 6 Elemental
Combat Training: Melee 3, Ranged 3, Parry 3, Fort 3, Reflex 3, Will 3
Wits: +3, Brawn: +13
Equipment: None
Charm
-1
Coercion
+3
Deception
-1
Manipulation
-1
Persuasion
-1
Aloofness
-1
Bravery
+2
Intuition
-1
Tolerance
0
Suspicion
-1
Social
Composure: 11
Languages: Primal
Motives: Absorb minerals, protect earthen enviroments
Prejudices: