Krizan
The Krizan are mysterious, good creatures who appear on the material plane seemingly randomly. They appear as amorphous blobs of spinning, yellowish, whitish energy. They are not offensive creatures, they much prefer to follow good adventurers and protect them, dropping in to combat when they appear to be in trouble. Krizan are shy creatures, and they rarely linger after combat is over. Rarely, they can be convinced to travel with good creatures, with a careful mix of humility and flattery.
Krizan have no known society or language, though they can understand all languages. They are not known for widely taking character classes, however they can on rare occasions, usually while traveling with a group. They do not seem to need physical nutrition.
Medium Outsider (Extraplanar, Good)
Hit Dice: 8d10+16 (60)
Initiative: +7
Speed: 40 ft
Armor Class: 25 (+7 dex, +8 natural)
Base Attack/Grapple: +8/+9
Attack: 2 Slams +9
Damage: 2 Slams (1d6+1)
Space/Reach: 5ft/5ft
Special Attacks: Blindness, Spell-Like Abilities
Special Qualities: Spell Resistance 17, Electricity Resistance 10, Damage Absorb
Saves: Fort +9, Ref +15, Will +10
Abilities: Str 12, Dex 24, Con 15, Int 12, Wis 14, Cha 8
Skills: Hide +14, Move Silently +14
Feats: Alertness, Blindfight, Lightning Reflexes
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral Good
Advancement: By Character Class
Level Adjustment: -
Blindness: A creature hit by a Krizan’s slam attack must make a save DC 23 or be affected by the Blindness spell.
Spell-Like Abilities: At Will: Levitate, Shocking Grasp
Damage Absorb: All damage done to a Krizan is reduced by half.
