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Crystal Dragon (Ancient)Creature 16


Uncommon​Huge​Dragon​Earth​Primal​
Source Pathfinder Lost Omens Draconic Codex
Perception +29 (darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet)
Languages Common, Draconic, Petran, Sakvroth
Skills Acrobatics +25, Athletics +35, Crafting +28, Diplomacy +31, Intimidation +29, Nature +29, Stealth +28, Survival +29, Thievery +25
Str +9, Dex +4, Con +6, Int +4, Wis +5, Cha +6

AC 39; Fort +30; Reflex +25; Will +28; +2 status to all saves vs. primal
HP 290
Speed 50 feet (fly 150 feet)
Immunities fascinated, paralyzed, sleep
Resistances Physical 10

Jaws One Action +32 (+27, +22) to hit (magical, reach 15) 3d10+17 Piercing
Claw One Action +32 (+28, +24) to hit (agile, magical, reach 10) 3d8+17 Slashing
Tail One Action +30 (+25, +20) to hit (magical, reach 20) 3d12+17 Bludgeoning

+2 Status To All Saves vs. PrimalCobblegems (aura)

10 feet. The dragon constantly sheds crystalline scales onto the ground around it. The area is uneven ground (DC 34).

Shielding Stone Reaction

Trigger A creature at least 10 feet away from the dragon targets them with an attack

Requirements The dragon is on the ground and there is at least one unoccupied square between themself and the attacker


Effect The dragon conjures a thin slab of stone in an unoccupied square between themself and the attacker. The dragon gains standard Cover against the triggering attack. The stone falls on the first person other than the dragon who enters that square, dealing 8d6 bludgeoning damage with a DC 34 reflex save. Otherwise, it crumbles harmlessly after 1 round.

Shimmering Armor

When the dragon takes a critical hit from any attack that deals physical damage, its hide chips, releasing sharp slivers. All creatures in a 10-foot emanation take 13d8 piercing damage with a DC 34 reflex save.

Crystallize (incapacitation, primal)

The claws of an ancient crystal dragon embed shards that slowly turns the flesh of those they Strike to crystal. The target must succeed at a DC 34 fortitude save or become Slowed 1 (Slowed 2 on a critical failure) for 1 minute. Further failed saves against crystallize increase the slowed condition. Once a creature's actions are reduced to 0 by crystallize, that creature becomes Petrified, turned into crystal instead of stone.

Draconic Frenzy Two Actions

The dragon makes two claw Strikes and one tail Strike in any order.

Draconic Momentum

The dragon recharges their Ornamental Breath whenever they score a critical hit with a Strike.

Lustrous Lunge One Action (visual)

The dragon strikes a pose that makes its hide sparkle in the light. Each creature within 20 feet must succeed at a DC 34 fortitude save or become Dazzled for 1 round.

Ornamental Breath Two Actions (primal)

The dragon exhales a torrent of shattered rocks and minerals in a 50-foot cone dealing 16d6 piercing damage (DC 37 reflex save). A creature who fails the save is weighed down by the stones, becoming Clumsy 1 (Clumsy 2 on a critical failure).


Crystal dragons consider themselves among the more beautiful dragon species and expect others to recognize this. They see little need to accessorize their crystalline hides but might spend hours each day tending to their appearance. They clean themselves frequently, and each scale must be properly faceted and free of imperfections. A crystal dragon may retreat into its lair if its hide gets damaged, manually removing the damaged scales (a painful process!) and then waiting for the replacements to grow in.

Crystal dragons are also proud of their lairs, which typically contain hoards of gems and crystals. An individual dragon's creative nature shows through in their decor. So do their organizational skills—they can't tolerate a mess. Their habit of constantly updating and rearranging their spaces means visitors might see a fair bit of disarray, however, depending on their timing.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

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 connection to magical earth.

Primal

This magic comes from the primal tradition, connecting to the natural world and instinct. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to primal magic.