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Amethyst Dragon

 

Dragon (Air)

Environment: Temperate plains

Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, great wyrm: solitary, pair, or family (1-2 plus 2-5 offspring)

Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25

Treasure: Double standard

Alignment: Always neutral

Advancement: Wyrmling 7-8 HD (Small); very young 10-11 HD (Medium-size); young 13-14 HD (Medium-size); juvenile 16-17 HD (Large); young adult 19-20 HD (Large); adult 22-23 HD (Huge); mature adult 25-26 HD (Huge); old 28-29 HD (Huge); very old 31-32 HD (Huge); ancient 34-35 HD (Gargantuan); wyrm 37-38 HD (Gargantuan); great wyrm 40+ HD (Gargantuan)

 

Age

Size

Hit Dice (hp)

Str

Dex

Con

Int

Wis

Cha

Wyrmling

S

6d12+6 (45)

13

12

13

10

11

10

Very young

M

9d12+18 (76)

15

12

15

10

11

10

Young

M

12d12+24 (102)

17

12

15

12

13

12

Juvenile

L

15d12+45 (142)

19

12

17

14

15

14

Young adult

L

18d12+72 (189)

23

12

19

14

15

14

Adult

H

21d12+105 (241)

27

12

21

16

17

16

Mature adult

H

24d12+120 (276)

29

12

21

16

17

16

Old

H

27d12+162 (337

31

12

23

18

19

18

Very old

H

30d12+180 (375)

33

12

23

18

19

18

Ancient

G

33d12+231 (445)

35

12

25

20

21

20

Wyrm

G

36d12+280 (507)

37

12

27

20

21

20

Great wyrm

G

39d12+312 (565)

39

12

27

22

23

22

 

Age

Attack Bonus

Fort Save

Ref Save

Will Save

Breath Weapon (DC)

Frightful
Presence

DC

Wyrmling

+8

+6

+6

+5

2d8 (14)

--

Very young

+11

+8

+6

+6

4d8 (16)

--

Young

+15

+10

+8

+9

6d8 (18)

--

Juvenile

+18

+12

+9

+11

8d8 (20)

--

Young adult

+23

+15

+11

+13

10d8 (23

21

Adult

+27

+17

+12

+15

12d8 (25)

23

Mature adult

+31

+19

+14

+17

14d8 (27)

25

Old

+36

+21

+15

+19

16d8 (29)

27

Very old

+39

+23

+17

+21

18d8 (31)

29

Ancient

+41

+25

+18

+23

20d8 (33)

31

Wyrm

+44

+27

+20

+24

22d8 (35

33

Great wyrm

+49

+29

+22

+27

24d8 (37)

35

 

Age

Speed

Initiative

AC

Special
Abilities

Caster
Level

SR

Wyrmling

40 ft., fly 100 ft. (average), burrow 20 ft., swim 10 ft.

+1

17 (+1 size, +5 natural, +1 Dex), touch 12, flat-footed 16

Force resistant, planar travel, poison immunity

--

--

Very young

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

19 (+8 natural, +1 Dex), touch 11, flat-footed 18

 

--

--

Young

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

22 (+11 natural, +1 Dex), touch 11, flat-footed 21

 

--

--

Juvenile

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

24 (-1 size, +14 natural, +1 Dex), touch 10, flat-footed 23

Stomp

1st

--

Young adult

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

27 (-1 size, +17 natural, +1 Dex), touch 10, flat-footed 26

DR 5/+1

3rd

19

Adult

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

29 (-2 size, +20 natural, +1 Dex), touch 9, flat-footed 28

Explosive gem (5d6), invisibility

5th

21

Mature adult

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

32 (-2 size, +23 natural, +1 Dex), touch 9, flat-footed 31

DR 10/+1

7th

22

Old

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

35 (-2 size, +26 natural, +1 Dex), touch 9, flat-footed 34

Body equilibrium, explosive gem (9d6)

9th

24

Very old

40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft.

+1

38 (-2 size, +29 natural, +1 Dex), touch 9, flat-footed 37

DR 15/+2

11th

25

Ancient

40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.

+1

39 (-4 size, +32 natural, +1 Dex), touch 7, flat-footed 38

Explosive gem (13d6), suggestion

13th

27

Wyrm

40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.

+1

42 (-4 size, +35 natural, +1 Dex), touch 7, flat-footed 41

DR 20/+3

15th

29

Great wyrm

40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.

+1

45 (-4 size, +38 natural, +1 Dex), touch 7, flat-footed 44

Amethyst telekinesis

17th

31

 

Amethyst dragons are wise and regal. They sometimes serve as intermediaries between warring dragons, or even humanoid civilizations.

An amethyst dragon has lavender skin and scales that are shaped like naturally formed mineral crystals. When it first hatches, its scales are a light, translucent purple shade. As it grows older, they gradually darken and take on a crystalline quality.

Most amethyst dragons live in hollowed-out spaces on the Elemental Plane of Earth. These caverns can consist of many passages and chambers resplendent with crystals of all colors.

 

Combat

Younger amethyst dragons avoid combat by flying away if possible. Older ones use their special abilities, such as invisibility, to improve their chances of catching a target flat-footed. Even adults flee if it is obvious after the first few rounds of combat that they cannot overpower their opposition.

If an amethyst dragon is fighting to protect its lair or its young, however, it seldom flees a battle. A younger one uses its spell-like abilities, breath weapon, feats that are usable when flying, and any magic items it owns, while an older and larger one uses grapple, snatch, and crush attacks to even the odds.

Breath Weapon (Su): An amethyst dragon has one breath weapon, a line of concussive force. It can choose to deal subdual damage instead of normal damage.

Explosive Gem (Sp): Once per day, an amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pin-point accuracy. The gem explodes on impact, dealing bludgeoning damage to all creatures within a 20-foot radius. A target that succeeds at a Reflex saving throw (DC 17 + dragon's age category) takes half damage.

Amethyst Telekinesis (Sp): Once per day, an amethyst great wyrm can use a telekinesis effect. With this ability, it can lift up to 10 tons or hurl a Large or smaller creature against another object. The impact deals 20d6 points of damage to a Large creature, 15d6 to a Medium-size one, 10d6 to a Small one, 5d6 to a Tiny one, or 1d6 to a Diminutive or Fine creature.

Force Resistant (Ex): An amethyst dragon gains a +4 bonus on saving throws against force-based effects such as magic missile.

Stomp (Su): By stamping its foot, an amethyst dragon precipitates a shock wave that travels along the ground, toppling creatures and loose objects within 20 feet. The area is conelike and extends beneath the surface of the ground. (Any creatures above the surface are not affected.) Any creature standing in the area that fails its Reflex save (DC 10 + 1/2 dragon's Hit Dice + dragon's Strength modifier) is thrown to the ground and takes 1d4 points of subdual damage. This ability is usable three times per day. (When using the Psionics Handbook, replace this ability with the psionic power stomp.)

Body Equilibrium (Sp)Once per day, the dragon can adjust its body equilibrium to correspond with any solid or liquid. Thus, it can walk on water, quicksand, or even a spider's web without sinking or breaking through. (This does not confer any resistance to particularly sticky webs.) Movement is at normal speed, but running on a fragile, mushy, or liquid surface requires a Dexterity check (DC 10 or more) to avoid breaking through. Falling damage is halved while this power is in effect. Body equilibrium lasts 1 minute per age category. (When using the Psionics Handbook, replace this ability with the psionic power body equilibrium.)

Psionics (Sp): 1/day -- invisibility, suggestion. Caster (or manifester) level varies by age; save DC 10 + dragon's Charisma modifier + spell (or power) level.

Attack/Defense Modes: ego whip/mental barrier. An amethyst dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychokinesis as its primary discipline.