Dragon, Primal, Crystal, Ancient
Description
Crystal dragons are generally good-natured, though their incredible vanity sometimes causes them to seem aloof and cocky. Any perceived insult against its appearance is all but assured to send a crystal dragon into a rage—which is a problem, as most crystal dragons are prone to seeing insults even where none are intended. Crystal dragons prefer underground lairs, and often go for decades or even centuries without emerging from their extensive cavern lairs onto the surface world above.
Crystal dragons tend to be exacting and even obsessive-compulsive, their personalities mirroring the precise and ordered nature of the facets of their scales. A crystal dragon's lair is a well-ordered place—these dragons find the very idea of the classic sprawl of a dragon's hoard to be shameful.
Combat Stats
- Melee
- bite +30 (2d8+15/19-20), 2 claws +29 (2d6+10), tail slap +27 (2d6+15), 2 wings +27 (1d8+5)
- Space
- 10 ft.
- Reach
- 5 ft. (10 ft. with bite)
- DR
- 15/magic
- SR
- 26
- Defensive Abilities
- ray reflection
- Aura
- frightful presence (300 ft., DC 28)
Ability Scores
Special Attacks
breath weapon (50-ft. cone, DC 27, 20d4 sonic, DC 27)
crush
Special Qualities
razor sharp
Feats
Deceitful, Great Fortitude, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
When using the weapon you selected, your threat range is doubled.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
The creature's secondary attacks with natural weapons take only a –2 penalty.
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills
Bluff +36, Climb +42, Disguise +33, Fly +16, Intimidate +32, Knowledge (dungeoneering, geography) +29, Perception +29, Sense Motive +29, Stealth +16, Survival +29
Spells
- Type
- Dragon
- Alignment
- CG
- Size
- Huge
- Senses
- dragon senses, tremorsense 120 ft.; Perception +29
- Aura
- frightful presence (300 ft., DC 28)
- Languages
- Common, Draconic, Dwarven, Elven, Terran, Undercommon
- Source
- Bestiary 2