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:
(d20)
Actions/Abilities/Traits: (d20)
Action
unknown
unknown

Actions/Abilities/Traits:
(Pathfinder 2e) (Adult Crystal Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Adult Crystal Dragon)
Ability
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) (Ancient Crystal Dragon)
Actions/Abilities/Traits: (Pathfinder 2e) (Ancient Crystal Dragon)
Ability
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) (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