Library / Bestiary

Dragon, Primal, Crystal, Ancient

CR 15.00 Dragon CG Huge

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.

STR
31
DEX
10
CON
25
INT
20
WIS
21
CHA
26
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 from Feat

<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>

Great Fortitude from Feat

<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>

Improved Critical from Feat

<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>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

Vital Strike from Feat

<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>

Weapon Focus from Feat

<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

spell-like abilities:
At will—Color Spray, At will—Glitterdust, At will—Rainbow Pattern, 3/day—Prismatic Spray, 3/day—Stone To Flesh
spells known:
4th (6/day)—Dimension Door, 4th (6/day)—Phantasmal Killer, 3rd (8/day)—Displacement, 3rd (8/day)—Lightning Bolt, 3rd (8/day)—Major Image, 2nd (8/day)—Blindness/Deafness, 2nd (8/day)—Invisibility, 2nd (8/day)—Minor Image, 2nd (8/day)—Mirror Image, 1st (8/day)—Alarm, 1st (8/day)—Feather Fall, 1st (8/day)—Magic Aura, 1st (8/day)—Silent Image, 1st (8/day)—Unseen Servant, At will—Acid Splash, At will—Detect Magic, At will—Detect Poison, At will—Ghost Sound, At will—Mage Hand, At will—Message, At will—Read Magic, At will—Touch Of Fatigue
Details
Type
Dragon
Alignment
CG
Size
Huge
Senses
dragon senses, tremorsense 120 ft.; Perception +29
Languages
Common, Draconic, Dwarven, Elven, Terran, Undercommon
Source
Bestiary 2
Source

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Sources Used in This Record
37 House/Core

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