Caliclotherax (9-10)Creature 11
Source Pathfinder Society Scenario #3-15: Cavern of Sundered Songs
Perception +20 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 30 feet)
Languages Common, Draconic, Terran, Undercommon
Skills Acrobatics +19, Athletics +24, Deception +22, Intimidation +22, Nature +19, Stealth +21, Survival +20
Str +7, Dex +2, Con +5, Int +2, Wis +3, Cha +5
AC 33; Fort +24; Reflex +19; Will +20; +1 status to all saves vs. magic
HP 185
Speed 50 feet (burrow 35 feet, fly 120 feet)
Immunities paralyzed, sleep
Weaknesses Sonic 10
Jaws +24 (+19, +14) to hit (magical, reach 15) 2d8+13 Slashing + 3d6 Piercing
Claw +24 (+20, +16) to hit (agile, magical, reach 10) 2d8+13 Slashing
Tail +22 (+17, +12) to hit (magical, reach 20) 1d10+13 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) 30 feetTremorsense 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.
+1 Status to All Saves vs. MagicFrightful Presence (aura, emotion, fear, mental)90 feet Aura DC 30 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.
Twisting Tail (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 (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.
Crystallize Flesh (primal, transmutation, incapacitation)Trigger The crystal dragon damages a creature made of flesh with a jaws Strike
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.
Draconic FrenzyThe dragon makes two claw Strikes and one tail Strike in any order.
Draconic MomentumThe dragon recharges their Breath Weapon whenever they critically hit with a Strike.
Primal Innate Spells (DC 30, +22 to hit)
Cantrips (6th Level): Dancing Lights
3rd Level: Color Spray, Glitterdust, Hypnotic Pattern
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
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
EarthEffects 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.