New creature up for anyone to devour and sick onto their players. This marks the tenth new creature since the release of the "Cartographer's Guide to the Creatures of Eira" and the first to mark a new style of creature blocking for me.
This new style takes up a little more room but is also more orginized and made so that anything people don't want to look at can be easily glanced over in favor of the "important stuff."
As for the Crystal Skeleton it isn't really generic as it was made for the Eira setting and the rules for Outsiders that exist for that setting. However, since only a very small part of the information for the creature are setting appropriate it can be ignored without damaging he creature ... hell, you could make them the skeletons of extra-dimensional beings or something like that :)
Anyway, enjoy! And feedback on both the creature and the new format is greatly welcome!
“Deep below the Rend, deep below the Scar they milled. Endlessly trapped, endless patient for the day to come when they could ripe and rend.”
Hit Dice: 2+2
Armor Class: 5 
Attacks: Weapon (1d6), Fist (1d4+2)
Saving Throw: 16
Special: Frozen Grip, Hard to See
Move: 9 [45’]
Challenge Level/XP: 3/60
Crystal Skeletons are the undead remains of Outsiders trapped in the Mortal or Fae realms. Being that Outsiders are not of either realm they are not composed of the same materials as Mortals or Fae. As such when an Outsider dies and its remains are subject to the air of the Mortal or Fae realms the bones crystalize, becoming semi-transparent and denser.
While most Outsiders do no remain locked in a physical form, a trace of the Outsider is left on the form it wore in the mortal or fae realms. This trace grants a 50% chance of the empty form becoming undead as well as giving purpose to the undead; a never-ending need to destroy.
Frozen Grip – During any attack made with its bare hands the Crystal Skeleton has a 50% chance of grabbing ahold of its target (Save Negates). Should the Crystal Skeleton be successful the grabbed target suffers 1d4 frost damage.
Hard to See – Do to its semi-transparent nature the Crystal Skeleton gains a -1[+1] to AC[ACC] in any low-light environment.
Crystal Skeletons are typically found in the ancient remains of Outsider cult temples, fortresses and cave systems in and around such locations. Typically any such location can have anywhere between 1d4 and 6d6 Crystal Skeletons.