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by Jamie Baty

HWR2 19
Medium Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: -3 (-3 Dex)
Speed: 15 ft. (3 squares)
Armour Class: 16 (-3 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: +1/+4
Attack: Slam +4 melee (1d4 +3)
Full Attack: Slam +4 melee (1d4 +3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Burning light, Flashes of Light
Special Qualities: Damage reduction 5/bludgeoning, darkvision 60ft.
Saves: Fort +1, Ref -3, Will +3
Abilities: Str 17, Dex 5, Con 13, Int 13, Wis 11, Cha 15
Skills: Bluff +4, Concentration +3, Diplomacy +4, Knowledge (arcana) +3, Listen +4, Sense Motive +1, Spot +4, Survival +2
Feats: Alertness
Environment: Warm deserts
Organisation: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium); 5-6 HD (Large)
Level Adjustment: -

Crystalweeds are the young, motile form of the chimer. At certain times of the year, a chimer will grow tumbleweed-like clumps of crystal fibre. These detach and roll with the wind (although they can influence the direction they roll) until they find a suitable place to root and grow again.

Crystalweeds try to avoid combat, as they are trying to find a place to develop into a chimer. They may roll into a target to inflict mild damage, but are more likely to attack with their special abilities and try to flee.

Burning Light (Ex): Once per round, the crystalweed can focus the light of the sun into a burning hot beam of light to defend itself. It has a range of 30 ft. If a ranged touch attack by the crystalweed is successful, the target takes 2d10 points of fire damage. A reflex save vs DC 8 (Dex based) is allowed for half damage. The crystalweed can attack up to two different targets per round with this ability.

Flashes of Light (Su): A rolling crystalweed reflects light in bright bursts. Any creature within 30ft of the crystalweed must make a fortitude save vs DC 13 (Cha based) or be blinded for 1d4 rounds.

Damage Reduction (Su): A crystalweed has damage reduction of 5/bludgeoning.