Vidre CR 12

Bright scintillating lights dance upon the cold walls of the cavern. Rounding the bend is a large humanoid made entirely of crystal. It points at your chest and you hear its voice thunder within your head “your soul is mine.”

XP 19,200
N Large outsider (earth, elemental, native)
Init +2; Senses crystal sense, darkvision 60 ft.; Perception +18


AC 19, touch 11, flat-footed 17 (+2 Dex, +1 Dodge, +8 natural, –1 size)
hp 127 (15d10+45); DR 10/bludgeoning; Immune cold, fire; Resist electricity 10
Weaknesses severe sonic vulnerability
Fort +5, Ref +5, Will +3


Speed 30 ft.
Melee crystalline gore +20 (1d6+6 piercing plus glass shards), 2 slams +15 (2d6+6 bludgeoning)
Base Attack +15; CMB +22; CMD +23
Space 10 ft.; Reach 10 ft.
Special Attacks crystalline gore


Before Combat Vidre hide in veins of crystal within a cave. After their targets pass, they expel themselves and charge foes from behind.

During Combat Vidre use their powerful crystalline gore and slams to wound several enemies before focusing on dropping opponents one at a time.


Str 22, Dex 15, Con 13, Int 14, Wis 15, Cha 14
SQ elemental traits, meld into crystal
Feats Combat Expertise, Dodge, Great Fortitude, Mobility, Spring Attack, Toughness (2), Whirlwind Attack
Skills Acrobatics +18, Climb +21, Intimidate +18, Knowledge (arcana) +18, Knowledge (planes) +18, Perception +18, Stealth +14, Use Magic Device +18
Languages tongues, telepathy 300 ft.


Crystalline Gore (Ex)

When a vidre punches it creates sharp crystal shards which dig into its opponents flesh. These wounds continue to bleed, dealing the listed 1d4+4 each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any cure or healing spell.

Meld into Crystal (Su)

Meld into crystal enables the vidre to meld its body into a sufficiently sized crystal or vein of crystal once per day for as long as 2 hours. The crystal or vein must be large enough to accommodate the creature’s entire body in all three dimensions. While in the crystal the vidre remains in contact with the face of the crystal through which he or she melded. The vidre is able to communicate normally while encased in the crystal. Spells may only be cast if the target is oneself. Minor physical damage to the crystal will not harm the vidre, but partial destruction (to the point that the vidre no longer fits) expels the vidre and causes 5d6 points of damage. The complete destruction of the crystal destroys a vidre hiding inside unless it makes a DC 18 Fortitude save. Any time before the duration expires, a vidre can step out of the crystal through the surface it entered. If the spell’s duration expires the vidre is violently expelled and take 5d6 points of damage. A passwall spell negates the effects of meld into crystal.

Severe Sonic Vulnerability (Ex)

Vidre take double damage from sonic energy. If a sonic spell which normally causes confusion or disorientation is attempted upon a vidre, it automatically fails any associated saves and is stunned for 1 round + 1 round for every 2 spell levels (i.e. stunned for 3 rounds if hit with a level 6 sonic spell).

Soul Growth (Ex)

Every enemy slain by a vidre (or absorbed by a vidre’s soul crystal; see below) increases its power. For every 100 souls absorbed, the vidre increases by 1 hit dice. After increasing in this manner 10 times (1,000 souls total) the vidre transforms into a being entirely comprised of soul energy and instinctively leaves the planet, flying to the outer reaches of space.


Environment y underground
Organization solitary, pair, or sortie (3-8)
Treasure double

Vidre do not generally engage in combat unless they are in a period of “soul growth” in which case they require a steady supply of humanoid souls to maintain and increase their power. Vidre drain souls at the rate of 1 per day of regular activity, but if completely motionless it only expends 1 soul per week. When 10 or more vidre bond together using meld into crystal they freeze their consumption of souls and slow the rate to a degradation of 1 soul per month. Being entirely powered by souls and lacking any of their own, a vidre’s existence ends when it dies.

Soul crystals allow the vidre to cheat their way to attaining energy ascendance. Soul crystals may be bound to a group, house, family, or other organization tied to a symbol. All who wear that symbol upon dying give their soul to the crystal. The power created may be used by powerful priests, wizards, or sorcerers but the part of the deal the leaders of the devious and power hungry organizations are not aware of are as follows: vidre are always bound to their soul crystal and may drain half of the souls obtained by it at any time. When full, a soul crystal is often physically retrieved by a vidre seeking all of the souls. There are very few ways to sever such an agreement with the vidre, but there are ways.

A soul crystal may be created by a vidre which has reached its halfway mark to energy ascendance (500 souls) at the cost of 100 souls.

Section 15: Copyright Notice

Aventyr Bestiary © 2017 AAW GAMES LLC Authors Mike Myler, Jonathan G. Nelson Developers, Michael Allen, Curtis Baum, Wolfgang Baur, Brian Berg, Adam Daigle, Jeffrey Gomez, Joshua Gullion, Jacob Kellogg, Jared Jeanquart, Juan Lucha, Justin Andrew Mason, Jonathan McAnulty, Michael McCarthy, Raven Mimura, Brian Wiborg Monster, Will Myers, Mike Myler, Jason Nelson, Jonathan G. Nelson, Owen K.C. Stephens, Colin Stricklin, Cory Vickruck, Stephen Yeardley Jonathan G. Nelson

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