Dragon, Primal, Crystal, Ancient
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.
- HP
- 283 (21d12+147)
- AC
- 37, touch 8, flat-footed 37 (+29 natural, -2 size)
- Speed
- 60 ft., burrow 30 ft., climb 30 ft., fly 200 ft. (poor)
- Init
- +4
- 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)
- BAB
- +21
- CMB
- +33
- CMD
- 43 (47 vs. trip)
- Fort
- +21
- Ref
- +14
- Will
- +17
- DR
- 15/magic
- SR
- 26
- Defensive Abilities
- ray reflection
breath weapon (50-ft. cone, DC 27, 20d4 sonic, DC 27)
crush
razor sharp
Deceitful, Great Fortitude, Greater Vital Strike, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Multiattack, Power Attack, Vital Strike, Weapon Focus (bite)
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Fortitude saving throws.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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 <i>flaming</i>), 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.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
Bluff +36, Climb +42, Disguise +33, Fly +16, Intimidate +32, Knowledge (dungeoneering, geography) +29, Perception +29, Sense Motive +29, Stealth +16, Survival +29
- Type
- Dragon
- Alignment
- CG
- Size
- Huge
- Senses
- dragon senses, tremorsense 120 ft.; Perception +29
- Languages
- Common, Draconic, Dwarven, Elven, Terran, Undercommon
- Source
- Bestiary 2
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Uses feat: Deceitful (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Great Fortitude (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Greater Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Color Spray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Glitterdust (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Rainbow Pattern (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prismatic Spray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stone To Flesh (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimension Door (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Phantasmal Killer (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Displacement (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Lightning Bolt (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Major Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Blindness/Deafness (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Minor Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mirror Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Alarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Feather Fall (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Aura (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Silent Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Unseen Servant (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Acid Splash (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Ghost Sound (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mage Hand (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Message (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Read Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Touch Of Fatigue (Spell)House/Core — covered by the site's Section 15.
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