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Crystal Strider

Creature 10 — earth, elemental

Pre-Remaster content. May include legacy alignment.

CrasherSniperLANDVERTICALelementalearth

Each long, thin leg of a crystal strider is a single enormous crystal, typically quartz or selenite. The strider uses this panoply of legs and a fluctuating physical structure to rapidly move about crystalline caverns, unimpeded by terrain. The vast ranks of earth elementals have been slow to respond to the return of the elemental lords and the Planes of Metal and Wood. These events have not broken the mountains, nor have they blown away the sands. Earthy Emotions Earth elementals talk even l

Source: rage-of-elements-bestiary (Pre-Remaster)

Perception +20; darkvision, tremorsense (imprecise) 60 feet
Languages petran
Skills acrobatics +19, athletics +23, nature +20
Str
+7
Dex
+3
Con
+5
Int
+0
Wis
+4
Cha
+1
AC 29 Fort +21 Ref +19 Will +20
HP 230
Immunities bleed, paralyzed, poison, sleep
Weaknesses sonic 10
Speed 45 feet, climb 45 feet (precise steps)

Offense

Melee Leg (reach-15, versatile-p) +21, Damage 2d10+13 bludgeoning
Ranged Crystal Dart +21, range increment 30 feet, Damage 2d10+13 piercing

Abilities

Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
Crystal Refraction
Precise Steps — The crystal strider's many narrow legs allow it to ignore difficult terrain.
Release Light (attack, light, primal) — The strider emits the light that continually refracts within them to cast Chromatic Ray as an innate primal spell heightened to 5th rank, with a +21 spell attack roll. The crystal strider can't Release Light again for 1d4 rounds.
Trample — Large or smaller, leg, DC 29 Reflex

The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).
Primal Innate Spells DC 29, attack +21
4th Chromatic Ray (Release Light)

WORKS WELL WITH

SnareLAND / VERTICALA controller that clusters or slows enemies sets up bigger returns from the trampling charge and area attacks.
WeaverLAND / VERTICALDebuffs to Reflex saves complement a creature whose trample and ranged attacks both rely on failed Reflex checks.
FlankerLAND / VERTICALA mobile skirmisher can exploit the disruption caused when the trample scatters enemy positioning.

PUNISHES

✖ clumping✖ difficult terrain reliance✖ standing still
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Rage of Elements.

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