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Kryst

by John Walter Biles

The Kryst are sentient crystalline beings from the Elemental Plane of Earth who resemble a blossoming of twelve crystalline spikes from a common point. They are a friendly civilisation to most outsiders, maintaining their own cities and nations, though they’re caught in a seemingly endless battle with the Hordes. They are also enemies of the Hydrax, though the two groups rarely meet.

Lesser Kryst Guard, Level 9 Soldier
Medium elemental beast (Earth) XP 400
Initiative +6 Senses Perception +12
HP 98; Bloodied 49
AC 25; Fortitude 22, Reflex 20, Will 21
Resist Poison 10 Cold 10
Vulnerable Acid 5
Speed 12; stonewalk
m Spike Stab (standard; at-will)
+16 vs. AC; 2d6+5 damage
Triple-Thrust Onslaught (standard; Refresh 6)
Make three Spike Stab attacks.
Guardian Stance (Minor; encounter)
The Kryst picks a target adjacent to him; so long as he remains adjacent to that target, it adds +2 to all defences. This lasts the entire encounter.
Dispel Magic (standard; Refresh 6) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +14 vs. Will; this negates one targeted zone or conjuration.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Diplomacy +10, Endurance +13, Insight +12
Str 18 (+8) Dex 14 (+6) Wis 17 (+7)
Con 18 (+8) Int 12 (+5) Cha 12 (+5)

Kryst Guard bodyguard important Kryst, defending them from foes. They have the high mobility of most Kryst but rarely use it as this would leave their chosen one exposed; a Kryst Guard will die to protect the one he is defending if he must.

Lesser Kryst Priest, Level 9 Controller (Leader)
Medium elemental beast (Earth) XP 400
Initiative +6 Senses Perception +9
HP 97; Bloodied 48
AC 23; Fortitude 21, Reflex 20, Will 23
Resist Poison 10 Cold 10
Vulnerable Acid 5
Speed 12; stonewalk
m Holy Strike (standard; at-will)
+14 vs. AC; 2d6+5 damage, and an ally gains +2 to hit until your next turn against the target of this attack
m Blinding Strike (standard; at-will)
+12 vs. Fortitude; 1d8+5 damage and the target is blinded until the end of your next turn.
Blade Barrier (standard; Encounter) | Conjuration, Divine, Implement, Radiant
This creates a wall of flashing holy blades up to 5 squares long and 2 squares high; the squares count as difficult terrain and inflict 3d8+5 Radiant damage and 5 Ongoing Radiant Damage on anyone who enters them or begins their turn there. They last until the end of the Kryst’s next turn. Sustain Minor: The barrier persists.
Holy Word (Minor; 2/Encounter)
Close Burst 5; the single target may spend a healing surge and adds 2d6+5 to the amount healed.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Diplomacy +12, Heal +14, Insight +14, Religion +11
Str 12 (+5) Dex 14 (+6) Wis 20 (+9)
Con 17 (+7) Int 14 (+6) Cha 17 (+7)

Kryst Priests aid the injured and support other Kryst in battle. Their holy powers are vastly respected by other Kryst.

Lesser Kryst Smasher, Level 10 Brute
Medium elemental beast (Earth) XP 500
Initiative +7 Senses Perception +8
HP 131; Bloodied 65
AC 22; Fortitude 23, Reflex 19, Will 21
Resist Poison 10 Cold 10
Vulnerable Acid 5
Speed 12; stonewalk
m Spike Stab (standard; at-will)
+13 vs. AC; 3d6+5 damage
Triple-Thrust Onslaught (standard; Refresh 6)
Make three Spike Stab attacks.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Athletics +15 , Endurance +15
Str 21 (+10) Dex 14 (+7) Wis 16 (+8)
Con 21 (+10) Int 12 (+6) Cha 12 (+6)

The strongest Kryst fighters are the Kryst Smashers, who rely on their superior strength and fighting skills to hit enemies very hard and their toughness to take more beating than other Kryst can sustain.

Lesser Kryst Warrior, Level 9 Skirmisher
Medium elemental beast (Earth) XP 400
Initiative +11 Senses Perception +6
HP 98; Bloodied 49
AC 23; Fortitude 21, Reflex 23, Will 20
Resist Poison 10 Cold 10
Vulnerable Acid 5
Speed 12; stonewalk
m Spike Stab (standard; at-will)
+14 vs. AC; 2d6+5 damage, then shift 1 square
Spinning Stab (move; at-will against a foe he has combat advantage on)
The Kryst Warrior may take a Spike Stab attack against a foe he has combat advantage on.
Blurring Strike (Minor; Refresh 5-6)
Ranged 10; +12 vs. Reflex; The Kryst Warrior gains combat advantage until the end of his next turn against a single targeted foe who did not move at least 3 squares during his last turn.
Haste (standard; Refresh 5-6)
Until the end of this turn, the Kryst Warrior adds +6 to his movement or can shift 3 as a move action.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Acrobatics +14, Athletics +12
Str 17 (+7) Dex 20 (+9) Wis 14 (+6)
Con 17 (+7) Int 14 (+6) Cha 12 (+5)

Most Kryst Warriors are highly mobile, swarming down on opponents to stab them repeatedly, then moving out of reach again, using haste to disengage.

Greater Kryst Defender, Level 21 Soldier
Medium elemental beast (Earth) XP 2800
Initiative +17 Senses Perception +21
HP 200; Bloodied 100
AC 37; Fortitude 34, Reflex 32, Will 33
Resist Poison 20 Cold 20
Vulnerable Acid 10
Speed 12; stonewalk
m Spike Stab (standard; at-will)
+28 vs. AC; 3d6+8 damage
Triple-Thrust Onslaught (standard; Refresh 5-6)
Make three Spike Stab attacks.
Retaliatory Defence (Immediate Interrupt; Refresh 5-6)
When an adjacent ally is attacked, but he is not, he can choose to take the damage just done to them and make a retaliatory Spike Stab with +2 to hit at the person who injured them if that person is adjacent to the Defender.
Guardian Stance (Minor; encounter)
The Kryst picks a target adjacent to him; so long as he remains adjacent to that target, it adds +2 to all defences. This lasts the entire encounter.
Dispel Magic (standard; Refresh 5-6) | Arcane
Ranged 10; trace to one square of the conjuration or zone targeted; +26 vs. Will; this negates one targeted zone or conjuration.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Diplomacy +10, Endurance +13, Insight +12
Str 24 (+17) Dex 20 (+15) Wis 23 (+16)
Con 24 (+17) Int 18 (+14) Cha 18 (+14)

Greater Kryst Defenders are bodyguards of supreme skill, valued across the planes for their dedication and talent at keeping people safe, right down to a willingness to take blows for them.

Greater Kryst Priest, Level 21 Controller (Leader)
Medium elemental beast (Earth) XP 3200
Initiative +15 Senses Perception +18
HP 199; Bloodied 99
AC 35; Fortitude 33, Reflex 32, Will 35
Resist Poison 20 Cold 20
Vulnerable Acid 10
Speed 12; stonewalk
m Holy Strike (standard; at-will)
+26 vs. AC; 3d6+8 damage, and an ally gains +3 to hit until your next turn against the target of this attack
m Blinding Strike (standard; at-will)
+24 vs. Fortitude; 2d6+7 damage and the target is blinded (save ends)
Blade Barrier (standard; Refresh 6) | Conjuration, Divine, Implement, Radiant
This creates a wall of flashing holy blades up to 10 squares long and 2 squares high; the squares count as difficult terrain and inflict 4d8+7 Radiant damage and 10 Ongoing Radiant Damage on anyone who enters them or begins their turn there. They last until the end of the Kryst’s next turn. Sustain Minor: The barrier persists.
Enthral (standard; Refresh 5-6) | Charm, Divine, Implement, Psychic
Area Burst 3 within 10; +24 vs. Will; 4d8+7 Psychic Damage; targets are Immobilised and unable to make attacks against the Greater Kryst Priest until the end of his next turn.
Divine Armour (standard; Daily) | Divine
Close Burst 3; the Kryst and his allies are affected; he gains +2 AC and all his allies gain Resist 5 for the rest of the Encounter
Holy Word (Minor; 3/Encounter)
Close Burst 5; the single target may spend a healing surge and adds 5d6+8 to the amount healed
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Diplomacy +21, Heal +23, Insight +23, Religion +20
Str 18 (+14) Dex 20 (+15) Wis 26 (+18)
Con 23 (+16) Int 20 (+15) Cha 23 (+16)

The Holiness and Power of the Kryst Priests make them often the leaders of Kryst communities and definite powers behind the scenes if not.

Greater Kryst Smasher, Level 22 Brute
Medium elemental beast (Earth) XP 500
Initiative +16 Senses Perception +17
HP 257; Bloodied 128
AC 34; Fortitude 35, Reflex 33, Will 21
Resist Poison 20 Cold 20
Vulnerable Acid 10
Speed 12; stonewalk
m Spike Stab (standard; at-will)
+25 vs. AC; 4d6+8 damage
Armour Battering Onslaught (standard; Refresh 5-6)
+23 vs. Fortitude; 4d12+8 and the target suffers –4 to AC until the end of the Kryst Smasher’s next turn.
Bone-Cracking Battering (standard; Refresh 5-6)
+23 vs. Fortitude; 4d12+8 and the target is weakened (save ends)
Typhoon of Destruction (standard; Refresh 5-6)
Close Burst 1; the Kryst makes a Spike Stab at every enemy in the area of effect. Foes hit are also knocked prone.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Athletics +24 , Endurance +24
Str 27 (+19) Dex 20 (+16) Wis 22 (+17)
Con 27 (+19) Int 18 (+15) Cha 18 (+15)

The strongest Kryst fighters are the Kryst Smashers, who rely on their superior strength and fighting skills to hit enemies very hard and their toughness to take more beating than other Kryst can sustain.

Greater Kryst Warrior, Level 21 Skirmisher
Medium elemental beast (Earth) XP 400
Initiative +20 Senses Perception +15
HP 199; Bloodied 99
AC 35; Fortitude 33, Reflex 35, Will 32
Resist Poison 20 Cold 20
Vulnerable Acid 10
Speed 12; stonewalk
m Spike Stab (standard; at-will)
+26 vs. AC; 3d6+8 damage, then shift 1 square
Spinning Stab (move; at-will against a foe he has combat advantage on)
The Kryst Warrior may take a Spike Stab attack against a foe he has combat advantage on.
Blurring Strike (Minor; Refresh 5-6)
Ranged 10; +24 vs. Reflex; The Kryst Warrior gains combat advantage until the end of his next turn against a single targeted foe who did not move at least 3 squares during his last turn.
Haste (standard; Refresh 5-6)
Until the end of this turn, the Kryst Warrior adds +6 to his movement or can shift 3 as a move action.
Feint (standard; daily) | Martial
+24 vs. Will; 4d8+7 damage and the target suffers –4 to all defences until the end of his next turn. Sustain Minor: the effect lasts another turn.
Alignment Lawful Good Languages Common, Primordial, Supernal (Kryst do not actually speak; they communicate mind-to-mind with telepathy to a range of 20 squares)
Skills Acrobatics +23, Athletics +21
Str 23 (+16) Dex 26 (+18) Wis 20 (+15)
Con 23 (+16) Int 20 (+15) Cha 18 (+14)

Greater Kryst Warriors are highly mobile fighters, zooming around the battlefield and cooperating with Greater Kryst Defenders to protect other Kryst.