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Small Magical Beast (Earth)
Hit Dice: 1d10+3 (8 hp)
Initiative: +2 (Dex)
Speed: 30 ft., burrow 20 ft.
AC: 17 (+1 size, +2 Dex, +4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+1 plus 1d4 shock
Face/Reach: 5 ft. x 5 ft./5 ft.
Special Attacks: Shock
Special Qualities: Burrow, Darkvision 60 ft., Low-light Vision, Tremorsense
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 12, Dex 14, Con 17, Int 7, Wis 10, Cha 5
Skills: Hide +8, Listen +4, Move Silently +6, Spot +4
Feats: Lightning Reflexes
Organization: Brood (2–5), or nest (5–10)
Challenge Rating: 1
Treasure: Special (see text)
Alignment: Always neutral
Advancement: 2–3 HD (Medium-size), 4–6 HD (Large)
Burrow (Ex): Crystal serpents can travel as easily through stone as fish travel through water. They can travel up to 20 feet per round through solid stone, dirt, or any other type of earth except for metal. The burrowing leaves no tunnel or hole, nor does it create a ripple or any other sign of its presence. A move earth spell cast on an area containing a burrowing crystal serpent flings it back 30 feet, stunning the creature for 1d6 rounds unless it succeeds at a Fortitude save (DC 16 + the caster’s relevant ability bonus).
Feats: Crystal serpents receive Lightning Reflexes free as a racial bonus.
Magical Beast: Magical beasts have Darkvision with a range of 60 feet and Low-light Vision.
Shock (Ex): When a crystal serpent succeeds at a melee attack, it delivers a sharp jolt of electricity to its opponent, dealing 1d4 points of damage. The serpent can use this ability each time it succeeds at a melee attack.
Skills: Crystal serpents receive a +4 size bonus to Hide checks. This is included in the skills, above.
Tremorsense (Ex): Crystal serpents can automatically sense the location of anything within 60 feet that is in contact with the ground.