Monday, January 3, 2011

General Rules: Monsters - Dragon, Crystal

Dragon, Crystal (adapted from the Monster Manual II)
Dragon (Air)

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Immunities, SR, Blindsight, Fire Resistance 30, Keen Senses, Planar Travel
Skills: Crystal dragons have 6 skill points per Hit Die, plus bonus points equal to their Intelligence modifier x Hit Dice and purchase the following skills at 1 rank per skill point: Bluff, Concentration, Diplomacy, Escape Artist, Knowledge (any)(all skills taken individually), Spot, and Search. Dragons cannot purchase skills that are exclusive to a class.
Feats: Crystal dragons have one feat plus an additional feat per 4 hit dice. Dragons favor Cleave, Improved Initiative, Improved Sunder, Power Attack, Skill Augmentation (Listen and Spot), Weapon Focus, and any metamagic feat that is available and useful to sorcerers. They can also choose from the following feats: Ability Focus, Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Temperate and cold mountains
Organization: Wyrmling, very young, young, juvenile, and young adult solitary or clutch (2 - 5); adult mature adult, old, very old, ancient, wyrm, or great wyrm solitary, pair, or family (1 - 2 and 2 - 5 offspring)
Challenge Rating: Wrymling 2; very young 3; young 4; juvenile 7; young adult 10; adult 12; mature adult 12; old 17; very old 18; ancient 20; wyrm 21; great wyrm 23
Treasure: Double standard
Alignment: Always chaotic neutral
Advancement: Wyrmling 6 - 7 HD (Small); very young 9 - 10 HD (Medium); young 12 - 13 HD (Medium); juvenile 15 - 16 HD (Large); young adult 18 - 19 HD (Large); adult 21 - 22 HD (Huge); mature adult 24 - 25 HD (Huge); old 27 - 28 HD (Huge); very old 30 - 31 HD (Huge); ancient 33 - 34 HD (Gargantuan); wyrm 36 - 37 HD (Gargantuan); great wyrm 39+ HD (Gargantuan)

The descendants of Kristrán are the friendliest of gem dragons. They are always curious about the worlds, so they enthusiastically converse with willing visitors. Their enthusiasm can be dangerous, however, as they often forget that other creatures are not a sturdy as they are, and as a result are prone to leaving their erstwhile companions in precarious situations without meaning to.

A wyrmling crystal dragon's scales are glossy white. As it ages, its scales become translucent. Moonlight and starlight cause them to luminesce, and full sunlight lends them a dazzling brilliance.

Crystal dragons prefer places where the primal elemental forces of air are dominant, and they prefer to build incredible ice palaces atop high, cold mountain peaks in the Færie Realms or sometimes even the Three Worlds, here they can watch the stars and create sculptures out of ice and snow. White dragons and crystal dragons sometimes come into conflict. Crystal dragons have been known to make off with white dragon eggs, possibly to foster the white wyrmlings and help them grow into friendlier dragons than they would otherwise become. Such white dragons are extremely rare. Crystal dragons tend to bear great enmity towards any giants, since the latter occasionally join forces with white dragons to hunt for crystal dragon lairs and wyrmlings.

Combat
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).

Crystal dragons rarely instigate a fight without cause. If a visitor is intriguing or seems friendly, the dragon will usually attempt a conversation; otherwise it tries to avoid a meeting. If visitors dare to attack, the crystal dragon does not hesitate to respond in kind. It usually uses its breath weapon first to weaken and blind foes, then takes to the air to make use of its magical abilities.

Crystal Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
S
5d12+5 (37)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 100 feet (average)15 (+1 size, +4 natural)
11
15
Very Young
M
8d12+16 (68)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)17 (+7 natural)
10
17
Young
M
11d12+22 (93)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)20 (+10 natural)
10
20
Juvenile
L
14d12+42 (133)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)22 (-1 size, +13 natural)
9
22
Young Adult
L
17d12+68 (178)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)25 (-1 size, +16 natural)
9
25
Adult
H
20d12+100 (230)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)27 (-2 size, +19 natural)
8
27
Mature Adult
H
23d12+115 (264)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)
30 (-2 size, +22 natural)
8
30
Old
H
26d12+156 (325)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)
33 (-2 size, +25 natural)
8
33
Very Old
H
29d12+174 (362)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 150 feet (poor)36 (-2 size, +28 natural)
8
36
Ancient
G
32d12+224 (432)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 200 feet (clumsy)37 (-4 size, +31 natural)
6
37
Wyrm
G
35d12+280 (507)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 200 feet (clumsy)40 (-4 size, +34 natural)
6
40
Great Wyrm
G
38d12+304 (551)
+0
40 feet; burrow 5 feet; swim 40 feet; fly 200 feet (clumsy)
43 (-4 size, +37 natural)
6
43

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+5/+2
+7 (1d6+1)
+2 (1d4)
-
-
-
-
Very Young
+8/+10
+10 (1d8+2)
+5 (1d6+1)
+5 (1d4+1)
-
-
-
Young
+11/+14
+14 (1d8+3)
+9 (1d6+1)
+9 (1d4+1)
-
-
-
Juvenile
+14/+22
+17 (2d6+4)
+12 (1d8+2)
+12 (1d6+2)
+12 (1d8+6)
-
-
Young Adult
+17/+27
+22 (2d6+6)
+17 (1d8+3)
+17 (1d6+3)
+17 (1d8+9)
-
-
Adult
+20/+36
+26 (2d8+8)
+21 (2d6+4)
+21 (1d8+4)
+21 (2d6+12)
DC 25 (2d8+12)
-
Mature Adult
+23/+40
+30 (2d8+9)
+25 (2d6+4)
+25 (1d8+4)
+25 (2d6+13)
DC 26 (2d8+13)
-
Old
+26/+44
+34 (2d8+10)
+29 (2d6+5)
+29 (1d8+5)
+29 (2d6+15)
DC 29 (2d8+15)
-
Very Old
+29/+48
+38 (2d8+11)
+33 (2d6+5)
+33 (1d8+5)
+33 (2d6+16)
DC 30 (2d8+16)
-
Ancient
+32/+56
+40 (4d6+12)
+35 (2d8+6)
+35 (2d6+6)
+35 (2d8+18)
DC 33 (4d6+18)
DC 33 (2d6+18)
Wyrm
+35/+60
+44 (4d6+13)
+39 (2d8+6)
+39 (2d6+6)
+39 (2d8+19)
DC 35 (4d6+19)
DC 35 (2d6+19)
Great Wyrm
+38/+64
+48 (4d6+14)
+43 (2d8+7)
+43 (2d6+7)
+43 (2d8+21)
DC 37 (4d6+21)
DC 37 (2d6+21)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
5 feet by 5 feet/5 feet
+5
+4
+4
2d6, 20-foot cone (13)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+8
+6
+6
4d6, 30-foot cone (16)
-
-
-
Young
5 feet by 5 feet/5 feet
+9
+7
+8
6d6, 30-foot cone (17)
-
-
-
Juvenile
5 feet by 10 feet/10 feet
+12
+9
+11
8d6, 40-foot cone (20)
-
-
1st
Young Adult
5 feet by 10 feet/10 feet
+14
+10
+12
10d6, 40-foot cone (22)
20
19
3rd
Adult
10 feet by 20 feet/10 feet
+17
+12
+15
12d6, 50-foot cone (25)
23
21
5th
Mature Adult
10 feet by 20 feet/10 feet
+18
+13
+16
14d6, 50-foot cone (26)
24
22
7th
Old
10 feet by 20 feet/10 feet
+21
+15
+19
16d6, 50-foot cone (29)
27
24
9th
Very Old
10 feet by 20 feet/10 feet
+22
+16
+20
18d6, 50-foot cone (30)
28
25
11th
Ancient
20 feet by 40 feet/15 feet
+25
+18
+23
20d6, 60-foot cone (33)
31
27
13th
Wyrm
20 feet by 40 feet/15 feet
+27
+19
+24
22d6, 60-foot cone (35)
32
28
15th
Great Wyrm
20 feet by 40 feet/15 feet
+29
+21
+27
24d6, 60-foot cone (37)
34
30
17th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
13
10
11
10
13
11
Cold Immunity, Planar Travel
Very Young
15
10
11
10
15
11
-
Young
17
12
13
10
15
13
-
Juvenile
19
14
15
10
17
15
-
Young Adult
23
14
15
10
19
15
Damage Reduction 5/+1
Adult
27
16
17
10
21
17
Charm Person
Mature Adult
29
16
17
10
21
17
Damage Reduction 10/+1
Old
31
18
19
10
23
19
Color Spray
Very Old
33
18
19
10
23
19
Damage Reduction 15/+2
Ancient
35
20
21
10
25
21
Domination
Wyrm
37
20
21
10
27
21
Damage Reduction 20/+2
Great Wyrm
39
22
23
10
27
21
Control Winds

Breath Weapon (Su): The crystal dragon's breath weapon is a cone of brilliant light. Using a breath weapon is a standard action. Once a dragon breathes, it can't breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon's mouth and extends in a direction of the dragon's choice. Creatures caught in the area can attempt Reflex saves to take half damage, the DC is listed on the tables above. A target that fails its save takes the indicated damage and is blinded for 1d4 rounds.

Crush: A flying or jumping crystal dragon of at least Huge size can land on opponents as a standard action, using its whole body to crush them. Crush attacks are only effective against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must attempt a Reflex save or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attacks. Pinned opponents take crush damage each round if they don't escape.

Fire Resistance (Ex): Crystal dragons have fire resistance 30.

Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or charges. Creatures within a radius of 30 feet x the dragon's age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save remain immune to the dragon's frightful presence for one day. On a failure, creatures with 4 or fewer Hit Dice become panicked for 4d6 rounds and those with 5 or more Hit Dice become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Immunities (Ex): Crystal dragons are immune to sleep and paralysis effects. Crystal dragons are also immune to cold.

Keen Senses (Ex): A dragon sees four times as well as a human in low-light conditions, and twice as well in normal light. It also has darkvision with a range of 100 feet x the dragon's age category.

Planar Travel (Su): Crystal dragons have the ability to travel between the worlds once per day. They may travel to any of the Three Worlds or any of the Færie Realms.

Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities as listed on the table above.

Spell-Like Abilities (Sp): Three times per day - charm person, color spray; once per day - control winds, domination; save DC 10 + spell level + dragon's Charisma modifier.

Spells: A crystal dragon knows and casts arcane spells as a sorcerer of the level indicated on the table above, gaining bonus spells for a high Charisma score.
A
Tail Sweep: A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affects a half-circle with a diameter of 30 feet, centered on the dragon's rear. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep automatically deals the listed damage. Affected creatures can attempt Reflex saves to take half damage.

Skills: Crystal dragons that can cast spells have the Spellcraft skill for free at 1 rank per Hit Die.

Notes: The most obvious note is that the crystal dragon as presented here does not have psionic powers. I know that many people consider the psionic nature of the gem dragons to be their defining feature, but I don't use psionics in the Three Worlds campaign setting (or any other D&D campaign settings for that matter) in part because they don't fit the flavor of the campaign and in part because the psionics rules for D&D are all terrible. Despite this, I wanted versions of the gem dragons in the Three Worlds campaign setting, so I made this non-psionic version. If you are looking for a psionic version of a crystal dragon, you'll have to look elsewhere.

Instead of psionics, this version of the crystal dragon has spellcasting abilities like a sorcerer and spell-like abilities - among the other modifications I made, I gave them 1st and 3rdt level sorcerer levels. In the original version from the Monster Manual II, their spellcasting abilities commenced when they reached Adult size and started off at the 5th level of ability. I also modified the planar travel ability of the gem dragons to line up better with the cosmology of the Three Worlds campaign setting.

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