Kryothantine

Discovered from the meteor forms around the shell of the Kryothid aberration that landed in southern Elysia to the north east of the Tower of Varal.
A bizarre alien material, with forms a metallic like rock though cold to the touch and the texture of which reminiscent of glass or obsidian. Organic in appearance, much like shell or horn, with a shimmering opalescent surface. The material is lightweight and almost unbreakable.
After much research over the material, its defensive properties and malleability, it is ascertained that the rock like alloy could be formed to create highly defensive armour, not only to weapons and elements but also to the effects that may alter, away or penetrate the mind. Such weapons and armoury would be incredible difficult to craft, requiring a great deal of time and mental fortitude as a combination of enchanted smithing tools and psionic concentration are required to form the fragments into the shape required to any weapon or defensive instrument or garment.
The following items and associated benefits can be gained by crafting the rock fragment, heralded as Kryothantine.
Armour
Type 	KG Cost	GP Cost	DT Cost	Bonus	Benefits 	Stealth
Breastplate	6 	3000 	60 	1 	Advantage on Intelligence, Wisdom and Charisma Saving Throws. 	-
Plate 	17 	6000 	100 	1 	Advantage on Intelligence, Wisdom and Charisma Saving Throws. Immune to the frightened condition.	-
Shield 	1.5 	1000 	40 	1 	Advantage on Intelligence Saving Throws. 	-
Weapons
Type 	KG Cost	GP Cost	DT Cost	Bonus	Benefit
Arrow (20)	0.5 	50 	30 	- 	Deals additional 1d4 psychic damage. Cannot be salvaged upon use.
Dagger 	0.5 	250 	30 	1 	Deals psychic damage. In addition, when thrown, a DC15 intelligence check can be made to return weapon to hand.
Shortsword	1 	400 	50 	1 	Deals psychic damage. On a crit, creature must save on a DC 15 wisdom saving throw or be stunned until the start of the your next turn.
Scimitar 	1.5 	500 	60 	1 	Deals psychic damage. On a crit, creature must save on a DC 15 charisma saving throw or be frightened until the start of the your next turn.
Longsword 	2 	450 	60 	1 	Deals psychic damage. On a crit, creature must save on a DC 12 intelligence saving throw or be paralyzed until the start of the your next turn.
Greatsword	3 	600 	80 	1 	Deals psychic damage. On a crit, any spell effects on a creature that is hit are ended. In addition, if the creature is concentrating on a spell or effect, they must make a constitution saving throw with disadvantage to maintain concentration.
Warhammer 	1 	450 	60 	1 	Deals psychic damage. On a crit, creature must save on a DC 15 wisdom saving throw or be stunned until the start of the your next turn.
Battleaxe 	2 	450 	60 	1 	Deals psychic damage. On a crit, creature must save on a DC 15 charisma saving throw or be frightened until the start of the your next turn.
Greataxe 	4 	400 	80 	1 	Deals psychic damage. On a crit, any spell effects on a creature that is hit are ended. In addition, if the creature is concentrating on a spell or effect, they must make a constitution saving throw with disadvantage to maintain concentration.