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Ancient Crystal Dragon (Spellcaster)Creature 16


RareNGGargantuanDragonEarthElemental
Source Pathfinder Bestiary 2
Perception +28 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet)
Languages Celestial, Common, Draconic, Terran, Undercommon
Skills Acrobatics +22, Athletics +33, Deception +29, Intimidation +29, Nature +27, Stealth +28, Survival +26
Str +9, Dex +5, Con +6, Int +5, Wis +5, Cha +7

AC 42; Fort +30; Reflex +27; Will +29; +1 status to all saves vs. magic
HP 275
Speed 60 feet (burrow 40 feet, fly 140 feet)
Immunities paralyzed, sleep
Weaknesses Sonic 15

Jaws One Action +33 (+28, +23) to hit (magical, reach 20) 3d8+17 Slashing + 4d6 Piercing
Claw One Action +33 (+29, +25) to hit (agile, magical, reach 15) 3d8+17 Slashing
Tail One Action +31 (+26, +21) to hit (magical, reach 25) 2d10+17 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

Scent (Imprecise) 60 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves vs. MagicExtra Reaction

The dragon gains 2 reactions at the start of each of their turns.

Frightful Presence (aura, emotion, fear, mental)

90 feet Aura DC 37 will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Reflect Spell Reaction

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.

Scintillating Aura (aura, concentrate, evocation, incapacitation, primal, visual)

30 feet Aura

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.

Twisting Tail Reaction (move)

Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using


Effect The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.

Breath Weapon Two Actions (evocation, primal, sonic)

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.

Crystallize Flesh Free Action (incapacitation, primal, transmutation)

Trigger The crystal dragon damages a creature made of flesh with a jaws Strike

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.


Primal Prepared Spells (DC 37, +32 to hit)

Cantrips (8th Level): Dancing Lights, Detect Magic, Light, Prestidigitation, Telekinetic Projectile
1st Level: Grease, Mending, Pass Without Trace
2nd Level: Faerie Fire, Glitterdust, Shatter
3rd Level: Earthbind, Haste, Meld into Stone
4th Level: Hallucinatory Terrain, Shape Stone, Stoneskin
5th Level: Chromatic Wall, Cloak of Colors, Wall of Stone
6th Level: Flesh to Stone, Stone Tell, True Seeing
7th Level: Energy Aegis, Spell Turning, Volcanic Eruption

Primal Innate Spells (DC 37, +27 to hit)

Cantrips (8th Level): Dancing Lights
1st Level: Color Spray (At Will)
2nd Level: Glitterdust (At Will)
3rd Level: Hypnotic Pattern (At Will)
7th Level: Prismatic Spray


Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.

Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.

Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.