Size:
Huge
Type:
Dragon
Form:
draconic
Temper:
agreeable
, vain
# App:
Lair:
Diet:
Combat Dice:
0
Hit Points:
0
Attack Rank:
0
Passive Defense:
0
Active Defense:
Damage Reduction:
0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: D&D 5e (Adult Crystal Dragon)
Actions/Abilities/Traits: D&D 5e (Adult Crystal Dragon)
Attributes
Strength: 21
Dexterity: 12
Constitution: 21
Intelligence: 18
Wisdon: 15
Charisma: 19
Saving Throws
Saving Throw Bonuses
Dexterity: +5
Consitution: +9
Wisdom: +6
Constitution: +8
Skills
perception: +10
stealth: +9
survival: +6
Offense
Bite
Circumstance: Melee
9 to hit, reach 10 ft., one target. (2d10 + 5) piercing damage plus 4 (1d8) radiant damage.
Offense
Claw
Circumstance: Melee
9 to hit, reach 5 ft., one target. (1d8 + 5) slashing damage.
Action
Multiattack
The dragon makes one Bite attack and two Claw attacks.
Action
Scintillating Breath {@recharge 5}
The dragon exhales a burst of brilliant radiance in a 60-foot cone. Each creature in that area must make a 17 Constitution saving throw, taking 40 (9d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 15 temporary hit points by absorbing a portion of the radiant energy.
Legendary Action
Claw
The dragon makes one Claw attack.
Legendary Action
Psionics (Costs 2 Actions)
The dragon uses Psychic Step or Spellcasting.
Legendary Action
Starlight Strike (Costs 3 Actions)
The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a 17 Dexterity saving throw or take 31 (9d6) radiant damage.
Bonus Action
Change Shape
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Bonus Action
Psychic Step
The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 16):
dancing lights
guidance
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 16):
command
divination
hypnotic pattern
lesser restoration
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
20
Resistances
cold
radiant
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
telepathy 120 ft.
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
A Crystal Dragon's Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair.
5e Tools
Actions/Abilities/Traits: D&D 5e (Adult Crystal Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Crystal Dragon)
Actions/Abilities/Traits: D&D 5e (Ancient Crystal Dragon)
Attributes
Strength: 25
Dexterity: 12
Constitution: 26
Intelligence: 20
Wisdon: 16
Charisma: 21
Saving Throws
Saving Throw Bonuses
Dexterity: +7
Consitution: +14
Wisdom: +9
Constitution: +11
Skills
perception: +15
stealth: +13
survival: +9
Offense
Bite
Circumstance: Melee
13 to hit, reach 15 ft., one target. (2d10 + 7) piercing damage plus 9 (2d8) radiant damage.
Offense
Claw
Circumstance: Melee
13 to hit, reach 10 ft., one target. (2d6 + 7) slashing damage.
Action
Multiattack
The dragon makes one Bite attack and two Claw attacks.
Action
Scintillating Breath {@recharge 5}
The dragon exhales a burst of brilliant radiance in a 90-foot cone. Each creature in that area must make a 22 Constitution saving throw, taking 49 (11d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 25 temporary hit points by absorbing a portion of the radiant energy.
Legendary Action
Claw
The dragon makes one Claw attack.
Legendary Action
Psionics (Costs 2 Actions)
The dragon uses Psychic Step or Spellcasting.
Legendary Action
Starlight Strike (Costs 3 Actions)
The dragon releases a searing beam of starlight at a creature that it can see within 60 feet of it. The target must succeed on a 19 Dexterity saving throw or take 38 (11d6) radiant damage.
Bonus Action
Change Shape
The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Bonus Action
Psychic Step
The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 19):
dancing lights
guidance
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 19):
command
divination
greater restoration
hypnotic pattern
invisibility
Trait
Legendary Resistance (3/Day)
If the dragon fails a saving throw, it can choose to succeed instead.
Trait
Passive Perception
25
Resistances
cold
radiant
Senses
blindsight 60 ft.
darkvision 120 ft.
Languages
Common
Draconic
telepathy 120 ft.
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
A Crystal Dragon's Lair
Crystal dragons dwell in cold regions, where they construct ice and snow structures reminiscent of castles but open to the sky. Glittering crystals scattered about their lairs glow with gathered starlight, and caves or tunnels beneath the ice and snow provide protected areas for their hoards. They use their burrowing ability to dig blinds and secret passages throughout their lairs, allowing them to move easily—and potentially unnoticed.
The challenge rating of a legendary crystal dragon increases by 1 when it's encountered in its lair.
5e Tools
Actions/Abilities/Traits: D&D 5e (Ancient Crystal Dragon)
Actions/Abilities/Traits: D&D 5e (Crystal Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Crystal Dragon Wyrmling)
Attributes
Strength: 14
Dexterity: 12
Constitution: 14
Intelligence: 14
Wisdon: 13
Charisma: 15
Saving Throws
Saving Throw Bonuses
Dexterity: +3
Consitution: +4
Wisdom: +3
Constitution: +4
Skills
perception: +5
stealth: +5
survival: +3
Offense
Bite
Circumstance: Melee
4 to hit, reach 10 ft., one target. (1d10 + 2) piercing damage plus 2 (1d4) radiant damage.
Action
Scintillating Breath {@recharge 5}
The dragon exhales a burst of brilliant radiance in a 15-foot cone. Each creature in that area must make a 12 Constitution saving throw, taking 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 5 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability:
dancing lights
guidance
Trait
Passive Perception
15
Resistances
cold
radiant
Senses
blindsight 10 ft.
darkvision 60 ft.
Languages
Draconic
telepathy 120 ft.
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.
Connected Creatures
Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them.
5e Tools
Actions/Abilities/Traits: D&D 5e (Crystal Dragon Wyrmling)
Actions/Abilities/Traits: D&D 5e (Crystal Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Crystal Greatwyrm)
Attributes
Strength: 28
Dexterity: 14
Constitution: 29
Intelligence: 30
Wisdon: 24
Charisma: 25
Saving Throws
Saving Throw Bonuses
Dexterity: +10
Consitution: +17
Wisdom: +15
Constitution: +15
Skills
arcana: +26
history: +18
perception: +15
Offense
Bite
Circumstance: Melee
17 to hit, reach 15 ft., one target. (2d10 + 9) piercing damage plus 16 (3d10) force damage.
Offense
Claw
Circumstance: Melee
17 to hit, reach 10 ft., one target. (2d8 + 9) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape 19) and is restrained until this grapple ends. The greatwyrm can have only one creature grappled in this way at a time.
Action
Multiattack
The greatwyrm makes one Bite attack and two Claw attacks.
Action
Breath Weapon {@recharge 5}
The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a 25 Dexterity saving throw. On a failed save, the creature takes 71 (11d12) force damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone. On a success or failure, the creature's speed becomes 0 until the end of its next turn.
Action
Mass Telekinesis (Gem Awakening Only; Recharges after a Short or Long Rest)
The greatwyrm targets any number of creatures and objects it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can't be targeted if they're being worn or carried. Each targeted creature must succeed on a 26 Strength saving throw or be restrained in the greatwyrm's telekinetic grip. At the end of a creature's turn, it can repeat the saving throw, ending the effect on itself on a success.
At the end of the greatwyrm's turn, it can move each creature or object it has in its telekinetic grip up to 60 feet in any direction, but not beyond 120 feet of itself. In addition, it can choose any number of creatures restrained in this way and deal 45 (7d12) force damage to each of them.
Legendary Action
Claw
The greatwyrm makes one Claw attack.
Legendary Action
Psionics (Costs 2 Actions)
The greatwyrm uses Psychic Step or Spellcasting.
Legendary Action
Psychic Beam (Costs 3 Actions)
The greatwyrm emits a beam of psychic energy in a 90-foot line that is 10 feet wide. Each creature in that area must make a 26 Intelligence saving throw, taking 27 (5d10) psychic damage on a failed save, or half as much damage on a successful one.
Bonus Action
Change Shape
The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm is reduced to 0 hit points or uses a bonus action to end it.
Bonus Action
Psychic Step
The greatwyrm magically teleports to an unoccupied space it can see within 60 feet of it.
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The greatwyrm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 26, 18 to hit with spell attack):
dispel magic
forcecage
plane shift
reverse gravity
time stop
Trait
Gem Awakening (Recharges after a Short or Long Rest)
If the greatwyrm would be reduced to 0 hit points, its current hit point total instead resets to 400 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use its Mass Telekinesis action during the next hour. Award a party an additional 90,000 XP (180,000 XP total) for defeating the greatwyrm after its Gem Awakening activates.
Trait
Legendary Resistance (4/Day)
If the greatwyrm fails a saving throw, it can choose to succeed instead.
Trait
Unusual Nature
The greatwyrm doesn't require food or drink.
Trait
Passive Perception
25
Immunities
Damage Immunities
radiant
Immunities
Condition Immunities
charmed
frightened
poisoned
prone
Senses
truesight 120 ft.
Languages
Common
Draconic
Actions/Abilities/Traits: D&D 5e (Crystal Greatwyrm)
Actions/Abilities/Traits: D&D 5e (Young Crystal Dragon)
Actions/Abilities/Traits: D&D 5e (Young Crystal Dragon)
Attributes
Strength: 17
Dexterity: 12
Constitution: 18
Intelligence: 16
Wisdon: 14
Charisma: 17
Saving Throws
Saving Throw Bonuses
Dexterity: +4
Consitution: +7
Wisdom: +5
Constitution: +6
Skills
perception: +8
stealth: +7
survival: +5
Offense
Bite
Circumstance: Melee
6 to hit, reach 10 ft., one target. (2d10 + 3) piercing damage plus 4 (1d8) radiant damage.
Offense
Claw
Circumstance: Melee
6 to hit, reach 5 ft., one target. (1d6 + 3) slashing damage.
Action
Multiattack
The dragon makes one Bite attack and two Claw attacks.
Action
Scintillating Breath {@recharge 5}
The dragon exhales a burst of brilliant radiance in a 30-foot cone. Each creature in that area must make a 15 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a successful one. The dragon then gains 10 temporary hit points by absorbing a portion of the radiant energy.
Spellcasting (Psionics)
Frequency:
At Will
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 16):
dancing lights
guidance
Spellcasting (Psionics)
Frequency:
Daily
Attribute: int
The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save 16):
hypnotic pattern
lesser restoration
Trait
Passive Perception
18
Resistances
cold
radiant
Senses
blindsight 30 ft.
darkvision 120 ft.
Languages
Common
Draconic
telepathy 120 ft.
Shimmering with radiant energy and brimming with life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing the wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons' scales. It glows like starlight between their bodies and the spines and horns that hover close to their heads and backs. These horns shift with the dragon's mood: bristling with anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace.
Crystal dragons' connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many a white wyrmling has been raised in the caring environment of a crystal dragon's lair. But they fiercely oppose destructive forces in their home territories, which sometimes leads nearby frost giants and white dragons to put aside their mutual enmity to hunt them.
Glittering Hoards
For their treasure hoards, crystal dragons prize diamonds and baubles that refract light, collections of prophecy, works on astronomy, and star charts. When it comes to magical treasure, they seek items and spells that predict the future, create or manipulate light, or channel positive energy for healing and nurturing.
Creating a Crystal Dragon
Use the Crystal Dragon Personality Traits and Crystal Dragon Ideals tables to inspire your portrayal of distinctive crystal dragon characters.
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures involving crystal dragons.
Connected Creatures
Crystal dragons are among the most social and hospitable of dragons. They are equal parts mysterious, contemplative, and mischievous, making it difficult to know what to expect of them.
5e Tools
Actions/Abilities/Traits: D&D 5e (Young Crystal Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Crystal Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Adult Crystal Dragon)
Ability
+1 status to all saves vs. magic
Ability
Breath Weapon
(evocation, primal) The dragon breathes a flurry of piercing crystals that deal 12d6 piercing damage in a 40-foot cone (DC 30 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
Ability
Crystallize Flesh
Frequency:
once per day
Effect The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 30 Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round as portions of its flesh turn crystalline. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. Critical Failure As failure, but the target is initially slowed 2.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 30
Ability
Primal Innate Spells
DC 30; 3rd color spray (×3), glitterdust, hypnotic pattern; Cantrips (5th) dancing lights
Ability
Twisting Tail [Reaction]
2 penalty. If it hits, the dragon disrupts the creature's action.
Offense
Melee
Circumstance: combat round (melee)
jaws +24 [+19/+14] (sonic, reach 15 feet), Damage 2d8+13 slashing plus 3d6 piercing
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
paralyzed
sleep
Language
Common
Draconic
Terran
Undercommon
Perception
darkvision
scent (imprecise) 60 feet
tremorsense (imprecise) 30 feet
Weakness
sonic 10
Actions/Abilities/Traits: Pathfinder 2e (Adult Crystal Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Crystal Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Ancient Crystal Dragon)
Ability
+1 status to all saves vs. magic
Ability
Breath Weapon
(sonic, evocation, primal) The dragon breathes a flurry of piercing crystals that deals 17d6 piercing damage in a 50-foot cone (DC 38 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
Ability
Crystallize Flesh
Frequency:
three times per day
Effect The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 37 Fortitude save. Critical Success The target is unaffected. Success The target is slowed 1 for 1 round as portions of its flesh turn crystalline. Failure The target is slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed. Critical Failure As failure, but the target is initially slowed 2.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
Ability
Extra Reaction
The dragon gains 2 reactions at the start of each of their turns.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 37
Ability
Primal Innate Spells
DC 37; 7th prismatic spray; 5th color spray (at will), glitterdust (at will), hypnotic pattern (at will); Cantrips (7th) dancing lights
Ability
Reflect Spell [Reaction]
Circumstance: Trigger: The crystal dragon is targeted by a ranged spell attack
Trigger: The crystal dragon is targeted by a ranged spell attack roll; Effect The crystal dragon adjusts a wing to try to reflect the spell and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell is reflected back at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead.
Ability
Scintillating Aura
(aura, evocation, incapacitation, primal, visual) 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are dazzled. Each creature that ends its turn in the emanation must succeed at a DC 34 Will saving throw or be stunned 1 (or stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies.
Ability
Twisting Tail [Reaction]
2 penalty. If it hits, the dragon disrupts the creature's action.
Offense
Melee
Circumstance: combat round (melee)
jaws +33 [+28/+23] (magical, reach 20 feet), Damage 3d8+17 slashing plus 4d6 piercing
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
paralyzed
sleep
Language
Celestial
Common
Draconic
Terran
Undercommon
Perception
darkvision
scent (imprecise) 60 feet
tremorsense (imprecise) 60 feet
Weakness
sonic 15
Actions/Abilities/Traits: Pathfinder 2e (Ancient Crystal Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Crystal Dragon)
Actions/Abilities/Traits: Pathfinder 2e (Young Crystal Dragon)
Ability
Breath Weapon
(evocation, primal) The dragon breathes a flurry of piercing crystals that deal 8d6 piercing damage in a 30-foot cone (DC 25 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.
Ability
Draconic Frenzy
The dragon makes two claw Strikes and one tail Strike in any order.
Ability
Draconic Momentum
The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
Ability
Frightful Presence
(aura, emotion, fear, mental) 90 feet, DC 25
Ability
Primal Innate Spells
DC 25; 3rd color spray; Cantrips (3rd) dancing lights
Ability
Twisting Tail [Reaction]
2 penalty. If it hits, the dragon disrupts the creature's action.
Offense
Melee
Circumstance: combat round (melee)
jaws +18 [+13/+8] (sonic, reach 10 feet), Damage 2d8+8 slashing plus 2d6 piercing
Trait
Dragon
Dragons are reptilian creatures, often winged or with the power of flight. Most are able to use a breath weapon and are immune to sleep and paralysis.
Trait
Earth
Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element. Planes with this trait are mostly solid, with caverns and other hollow pockets.
Trait
Elemental
Elementals are creatures directly tied to an element and native to the Elemental Planes. Elementals don't need to breathe.
Immunity
paralyzed
sleep
Language
Common
Draconic
Terran
Perception
darkvision
scent (imprecise) 60 feet
tremorsense (imprecise) 30 feet
Weakness
sonic 5
Actions/Abilities/Traits: Pathfinder 2e (Young Crystal Dragon)