Showing posts with label Dragon. Show all posts
Showing posts with label Dragon. Show all posts

Monday, June 17, 2019

Campaign Design - Bloodlines: Wild Sûl-Blooded

Wild Sûl-Blooded
(adapted from Unearthed Arcana)

As the self-appointed guardians of the wild places of the world, Walentyna's progeny would seem to have many opportunities to form unions with other woodland dwellers, but their preference for solitude tends to work in the opposite direction, making wild dragon-blooded individuals very rare, even in the Færie Realms. When wild dragons do produce mixed offspring, they tend to do so with fæy rather than the more mundane dwellers of the Three Worlds. Given the predilection of many fæy towards dalliances with humans and other mortal races, in rare cases the wild dragon bloodline is pass into human society in this manner. Those bearing the wild dragon bloodline tend to have a feral look about them - often seeming shaggier and more brutish than their peers, but tend to be possessed of a wisdom and patience beyond that which would be considered normal.

Wild Sûl Bloodline Traits

Character Level
MinorIntermediate
2nd
+2 on Hide checks
4th
+2 on Hide checksSkill Augmentation (Listen and Spot)
6th
Constitution +1
8th
Skill Augmentation (Listen and Spot)Wild Empathy +2 (Ex)2
10th
Wild Sûl affinity +21
12th
Constitution +1+1 to natural armor
14th
+2 on Survival checks
16th
Wild Empathy +2 (Ex)2Wild Empathy +4 (Ex)2
18th
Wisdom +1
20th
Wild Sûl affinity +21Charm person or animal, once per day (Sp)
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with wild dragons and other creatures descended from wild dragons, including others with this bloodline.
2 You gain Wild Empathy as a druid of a level equal to your character level, with an additional bonus equal to that listed.

Favored Class: Sûl-Blooded individuals can replace their racial favored class with the Sorcerer class. Wild Sûl-Blooded sorcerers must take the Sûlic sorcerous bloodline and select wild dragon as their dragon type.

Exclusive Class: Sûl-Blooded individuals must replace their racial exclusive class with the Dragon Shaman class. A Wild Sûl-Blooded dragon shaman must choose the Wild Sûl Totem.

Home     Three Worlds     Bloodlines

Monday, January 3, 2011

General Rules: Monsters - Dragon, Arcane

Dragon, Arcane (adapted from Creature Collection II: Dark Menagerie)
Dragon

Special Attacks: Breath Weapon, Crush, Frightful Presence, Spells, Spell-Like Abilities, Tail-Sweep
Special Qualities: Blindsight, Immunities, Keen Senses, Magic Reservoir, SR
Skills: Arcane 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: Listen, Spot, and Search. The remaining skill points are generally spent on Bluff, Concentration, Diplomacy, Escape Artist, and Knowledge (any)(all skills taken individually) at a cost of 1 skill point per rank. Dragons cannot purchase skills that are exclusive to a class.
Feats: Arcane 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: Flyby Attack, Hover, Quicken Spell-Like Ability, Snatch, and Wingover.
Environment: Any land and underground
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 5; juvenile 7; young adult 10; adult 13; mature adult 15; old 17; very old 18; ancient 20; wyrm 22; great wyrm 24
Treasure: Double standard
Alignment: Always neutral evil
Advancement: Wyrmling 4 - 5 HD (Tiny); very young 7 - 8 HD (Small); young 10 - 11 HD (Medium); juvenile 13 - 14 HD (Medium); young adult 16 - 17 HD (Large); adult 19 - 20 HD (Large); mature adult 22 - 23 HD (Huge); old 25 - 26 HD (Huge); very old 28 - 29 HD (Huge); ancient 31 - 32 HD (Huge); wyrm 34 - 35 HD (Gargantuan); great wyrm 37+ HD (Gargantuan)

Arcane dragons are among the rarest and most reclusive dragons in the Three Worlds. The descendants of Gáldorléoð live and literally breathe magic. They are often hard to locate, and even more difficult to approach, as they tend to use powerful arcane magic to obscure their location and ensnare those who would invade their lairs. Those who would seek out an arcane dragon should be prepared to enter a web of magical deception and sorcerous traps designed to trick, confuse, and disable potential enemies. Arcane dragons are vast reptilian beasts with cracked, multi-hued skin and draconic faces sporting a single jeweled horn in the center of their foreheads.

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).

Arcane dragons are physically weaker than most dragons, but they are magically more adept than most. Due to the value of their horns to wizards and sorcerers, they are experienced in combating spellcasters. Arcane dragons use their disjunctive breath weapon to destroy their enemies' magical protections and weapons and then launch their own powerful arcane attacks, resorting to fighting tooth and claw only when forced to do so.

Arcane Dragons by Age

Age
Size
Hit Dice (hp)
Initiative
Speed
Armor Class
Touch
Flat-Footed
Wyrmling
T
3d12+3 (22)
+0
60 feet; fly 150 feet (average); swim 60 feet; burrow 60 feet14 (+2 size, +2 natural)
12
14
Very Young
S
6d12+6 (45)
+0
60 feet; fly 150 feet (average); swim 60 feet; burrow 60 feet15 (+1 size, +5 natural)
11
15
Young
M
9d12+18 (76)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet18 (+8 natural)
10
18
Juvenile
M
12d12+24 (102)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet21 (+11 natural)
10
21
Young Adult
L
15d12+45 (142)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet23 (-1 size, +14 natural)
9
23
Adult
L
18d12+72 (189)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet26 (-1 size, +17 natural)
9
26
Mature Adult
H
21d12+105 (241)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet
28 (-2 size, +20 natural)
8
28
Old
H
24d12+120 (276)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet
31 (-2 size, +23 natural)
8
31
Very Old
H
27d12+162 (337)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet34 (-2 size, +26 natural)
8
34
Ancient
H
30d12+180 (375)
+0
60 feet; fly 200 feet (poor); swim 60 feet; burrow 60 feet37 (-2 size, +29 natural)
8
37
Wyrm
G
33d12+231 (445)
+0
60 feet; fly 250 feet (clumsy); swim 60 feet; burrow 60 feet38 (-4 size, +32 natural)
6
38
Great Wyrm
G
36d12+288 (522)
+0
60 feet; fly 250 feet (clumsy); swim 60 feet; burrow 60 feet
41 (-4 size, +35 natural)
6
41

Age
BAB/Grapple
Bite
2 Claws
2 Wings
Tail Slap
Crush
Tail Sweep
Wyrmling
+3/-5
+5 (1d4)
+0 (1d3)
-
-
-
-
Very Young
+6/+2
+8 (1d6+1)
+3 (1d4)
-
-
-
-
Young
+9/+9
+11 (1d8+2)
+6 (1d6+1)
+6 (1d4+1)
-
-
-
Juvenile
+12/+12
+15 (1d8+3)
+10 (1d6+1)
+10 (1d4+1)
-
-
-
Young Adult
+15/+19
+18 (2d6+4)
+13 (1d8+2)
+13 (1d6+1)
+13 (1d8+6)
-
-
Adult
+18/+22
+23 (2d6+6)
+18 (1d8+3)
+18 (1d6+2)
+18 (1d8+9)
-
-
Mature Adult
+21/+29
+27 (2d8+8)
+22 (2d6+4)
+22 (1d8+3)
+22 (2d6+12)
DC 25 (2d8+12)
-
Old
+24/+32
+31 (2d8+9)
+26 (2d6+4)
+26 (1d8+4)
+26 (2d6+13)
DC 27 (2d8+13)
-
Very Old
+27/+35
+35 (2d8+10)
+30 (2d6+5)
+30 (1d8+4)
+30 (2d6+15)
DC 29 (2d8+15)
-
Ancient
+30/+38
+39 (2d8+11)
+34 (2d6+5)
+34 (1d8+5)
+34 (2d6+16)
DC 31 (2d8+16)
-
Wyrm
+33/+45
+41 (4d6+12)
+36 (2d8+6)
+36 (2d6+5)
+36 (2d8+18)
DC 33 (4d6+18)
DC 33 (2d6+18)
Great Wyrm
+36/+48
+45 (4d6+13)
+40 (2d8+6)
+40 (2d6+6)
+40 (2d8+19)
DC 35 (4d6+19)
DC 35 (2d6+19)

Age
Space/Reach
Fortitude
Reflex
Will
Breath Weapon (DC)
Fear DC
SR
Caster Level
Wyrmling
2½ feet by 2½ feet/5 feet
+4
+3
+5
Special, 15-foot cone (12)
-
-
-
Very Young
5 feet by 5 feet/5 feet
+6
+5
+8
Special, 20-foot cone (14)
-
-
-
Young
5 feet by 5 feet/5 feet
+8
+6
+11
Special, 30-foot cone (16)
-
-
2nd
Juvenile
5 feet by 5 feet/5 feet
+10
+8
+12
Special, 30-foot cone (18)
-
-
4th
Young Adult
5 feet by 10 feet/10 feet
+12
+9
+16
Special, 40-foot cone (20)
21
23
6th
Adult
5 feet by 10 feet/10 feet
+15
+11
+16
Special, 40-foot cone (23)
24
25
8th
Mature Adult
10 feet by 20 feet/10 feet
+17
+12
+19
Special, 50-foot cone (25)
25
27
10th
Old
10 feet by 20 feet/10 feet
+19
+14
+21
Special, 50-foot cone (27)
29
29
12th
Very Old
10 feet by 20 feet/10 feet
+21
+15
+23
Special, 50-foot cone (29)
31
30
14th
Ancient
10 feet by 20 feet/10 feet
+23
+17
+26
Special, 50-foot cone (31)
34
32
16th
Wyrm
20 feet by 40 feet/15 feet
+25
+18
+28
Special, 60-foot cone (33)
36
33
18th
Great Wyrm
20 feet by 40 feet/15 feet
+28
+20
+31
Special, 60-foot cone (35)
39
35
20th

Age
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Special Abilities
Wrymling
11
14
15
10
13
14
Cold Immunity
Very Young
13
16
17
10
13
16
-
Young
15
16
17
10
15
16
-
Juvenile
17
18
19
10
15
18
Magical Reservoir
Young Adult
19
18
19
10
17
18
Damage Reduction 5/+1
Adult
23
20
21
10
19
20
-
Mature Adult
27
20
21
10
21
20
Damage Reduction 10/+3
Old
29
24
25
10
21
24
Polymorph Self
Very Old
31
26
27
10
23
26
Damage Reduction 15/+3
Ancient
33
28
29
10
23
28
Antimagic Field
Wyrm
35
30
31
10
25
30
Damage Reduction 20/+4
Great Wyrm
37
32
33
10
27
32
Foresight

Blindsight (Ex): An arcane dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon's age category.

Breath Weapon (Su): The arcane dragon's breath weapon is a cone of disjunction that works exactly like the spell Woda's disjunction. All magical effects and magic items within the area of the breath weapon, except for those that the dragon carries or touches, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save (the DC is listed on the table above) or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher. The cone of disjunction also has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined. Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, the dragon must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish). 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.

Crush: A jumping or flying arcane 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.

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): Arcane dragons are immune to sleep and paralysis effects. Arcane dragons are also immune to cold damage.

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.

Magic Reservoir (Su): An arcane dragon's jeweled horn acts as a reservoir of magical energies in similar manner to a rod of absorption. The horn does not absorb magic, but it can store a number of spell levels equal to the dragon's Intelligence score until the dragon releases this energy in the form of spells. The dragon can use stored spell energy to cast any spell she knows without expending a spell slot. The only restriction is that the levels of spell energy stored in the horn must be equal to or greater than the level of the spell the dragon wants to cast. Expended spell levels are regenerated at a rate of one level per day.

The horn from a slain dragon continues to function in the same fashion when carried or worn, storing a number of spell levels equal to the Intelligence of the slain dragon. These items are highly prized, fetching 10,000 shillings for every spell level they are capable of storing.

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

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.

Spell-Like Abilities: Three times per day - polymorph (self only); twice per day - antimagic field; once per day - foresight.

Spells: An arcane 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.

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

Notes: This creature was originally named the Slarecian Dragon in Creature Collection II: Dark Menagerie, but as the Slarecians don't exist in the Three Worlds campaign setting, I renamed them and changed their backstory. Also, this dragon was listed without a frightful presence score, which is a standard element of dragons, so I added it back in.

Home     Three Worlds     Monsters

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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