Racial Ability Requirements Strength 3 / 19 Dexterity 3 / 18 Constitution 3 / 18 Intelligence 5 / 20 Wisdom 3 / 19 Charisma 6 / 19 Racial Ability Adjustments +1 Strength, +2 Intelligence, +1 Wisdom, +1 Charisma Dragon Information by Age (General) Level Age Age Hit Dice Combat Fear Fears Save Category (in Years) Modifier Modifier Radius Modifier 1 Hatchling 0 - 5 -6 +1 Nil Nil 2 Very Young 6 - 15 -4 +2 Nil Nil 3 Young 16 - 25 -2 +3 Nil Nil 4 Juvenile 26 - 50 Nil +4 Nil Nil 5 Young Adult 51 - 100 +1 +5 15 yards +3 (+7) 6 Adult 101 - 200 +2 +6 20 yards +2 (+6) 7 Mature Adult 201 - 400 +3 +7 25 yards +1 (+5) 8 Old 401 - 600 +4 +8 30 yards 0 (+4) 9 Very Old 601 - 800 +5 +9 35 yards -1 (+3) 10 Venerable 801 - 1000 +6 +10 40 yards -2 (+2) 11 Wyrm 1001 - 1200 +7 +11 45 yards -3 (+1) 12 Great Wyrm 1200+ +8 +12 50 yards -4 (0) *Parenthetical values in the Fear Save Modifier column apply to gem dragon only. Dragon Information by Age (Type Specific) Crystal Dragon, Chaotic Neutral Age Body Lgt. (feet) Tail Lgt. (feet) AC Breath Wpn. Spell (W/P) MR 1 1 - 4 1 - 6 3 1d4+1 Nil Nil 2 4 - 9 6 - 11 2 2d4+2 Nil Nil 3 9 - 14 11 - 16 1 3d4+3 Nil Nil 4 14 - 21 16 - 23 0 4d4+4 Nil/1 Nil 5 21 - 28 23 - 30 -1 5d4+5 1/1 5% 6 28 - 38 30 - 40 -2 6d4+6 1/1 1 10% 7 38 - 48 40 - 50 -3 7d4+7 1/1 1 1 15% 8 48 - 56 50 - 60 -4 8d4+8 1 1/1 1 1 20% 9 56 - 64 60 - 70 -5 9d4+9 1 1 1/2 1 1 25% 10 64 - 72 70 - 77 -6 10d4+10 1 1 1/2 2 1 1 30% 11 72 - 80 77 - 84 -7 11d4+11 2 1 1/2 2 2 1 35% 12 80 - 92 84 - 91 -8 12d4+12 2 2 1/2 2 2 2 40% General Information The friendly crystal dragons of Io's Blood's northern isles spend much time trying to learn about world around them. While solitary by nature, they welcome visitors who come to them with good intentions. Hatchlings have glossy white scales that become more and more translucent with age. By the time they reach adulthood, these scales become luminescent in moonlight. In the full light of the day they glow with a dazzling, almost unbearable brilliance. Fun-loving and mischievous, crystal dragons tend to be irresponsible rulers. For the daily running of their domains, these dragons rely on their vassals to keep things going. They establish domains in the cold, open northern reaches, building castles out of snow and ice. They leave these castles open to the sky, for they love to watch the stars on clear, cold nights. The white dragon clans consider crystal dragons to be nothing more than prey, so the two types are almost always in conflict. The crystal dragons also have little love for the tribes of giants that live beyond the Ice Sea and often come south to enslave the small, relatively weak gem dragons. Like other benevolent dragons, the crystal dragons prefer to talk rather than fight. Even without special abilities, they can be charming and engaging to an extreme. Gems and metal ores are their foods of choice. Special and Innate Abilities Special Abilities: Can communicate with any intelligent creature (10% chance at hatchling, 5% increase at each new age category); spell and magical abilities at 5th level plus combat modifier; immune to light-based attacks and normal cold. Innate Abilities: Hatchling: charm person at will; Juvenile: color spray three times per day; Mature Adult: suggestion three times per day; Very Old: luck scale once per day; Great Wyrm: control winds three time per day. Luck scale allows a dragon to enchant one of its scales as a stone of good luck. The enchantment lasts one hour per age category. These enchanted scales are usually given to trusted vassals or kindred involved in important missions. Psionic Abilities: Crystal dragons have psionic powers. These begin to manifest at young adult age (5th level) and increase from that point on as detailed below. The total number of disciplines, sciences, devotions, and defense modes never rises above the listed limits, though the psionic strength points continue to increase until the maximum limit is reached. Dragons using the psionicist kit gain psionic powers as psionicist PCs of the same level. (See The Complete Psionics Handbook for more information on psionics and psionicists.) Age Total Total Total Def Total Cat. Dis. Sci. Dev. Modes PSPs 5 1 1 1 1 25 6 1 1 1 1 50 7 1 1 2 1 100 Available Powers: Clairsentience-Sciences: clairaudience, clairvoyance, precognition; Devotion: any. Dragon Tactics and Attacks Typical Tactics: Crystal dragons prefer talking to fighting, and often use charm person to gain an advantage during conversation. These dragons like to plan before entering combat. They use their breath weapon to disorient foes, followed by spells and abilities as needed. Claws and teeth are used only as a last resort. Physical Attacks: A crystal dragon's claws cause 1d6+1 damage, plus combat modifier. Its bite causes 2d6 damage, plus combat modifier. Breath Weapon: A crystal dragon's breath weapon is a cone of glowing shards 60 feet long, 5 feet wide at the dragon's mouth, and 25 feet wide at the end. The shards slice and cut those caught in the cone, though a saving throw vs. breath weapon reduces the damage by half. A second saving throw vs. breath weapon is needed to avoid the blinding light of the dazzling shards. Those who fail are dazzled for one turn per age category of the dragon, incurring a -2 attack roll penalty. Base Movement: 9, Fl 24 (C), Jp 3. Mating Gem Dragons, meanwhile, fall somewhere between the other two families. Amethyst dragons approach mating in a very logical manner, seeking the optimum partner to produce the best offspring. Love and pleasure rarely, if ever, enter the equation. Emerald and sapphire dragon take a single mate for long periods of time, though each for a different reason. Emeralds like the security and protection offered by a trusted partner, while sapphires seek to possess a mate to enhance their prestige and status. Topaz and crystal dragons are irresponsible and chaotic, and their societies reflect this. They mate with willing partners whenever they want, as desire and need move them. Fortunately, however, they are more selective than the black and white dragons. Dragon of all type tend to mate with members of their own type. Gold dragons mate with golds, red dragon mate with reds, and so on. Sometimes they will go against their natural tendencies and mate with dragons of other types. The mixted-appeareance crossbreeds, however, are considered abominations. The chromatic dragon tend to kill these hatchlings immediately. Metallic dragon simply banish them from their domains (rumors abound that these crossbreeds are sent to other worlds, but this has yet to be proven). The gem dragon, however, believe that something as majestic as a dragon can never be an abomination. In the rare instances when a gem dragon produces a mixed hatchling, the newborn is allowed to remain a member of the clan. Dragon Experience Levels Crystal Dragon Level XP Hit Dice H 0 4 1 8,000 4 2 32,000 6 3 125,000 8 4 500,000 10 5 750,000 11 6 1,000,000 12 7 1,250,000 13 8 1,500,000 14 9 1,750,000 15 10 2,000,000 16 11 2,250,000 17 12 2,500,000 18 Dragon Proficiency Slots Dragon _________Combat Proficiencies_______ Noncombat Proficiencies Race Initial #/level Penalty Initial #/Level Crystal 5 2 / 3 -5 4 3 / 2 Bonus Proficiencies Dragon Type Bonus Proficiency Crystal Danger Sense Preferred Kindred Elf Dwarf Gnome Crystal P R R P: Preferred as a kindred; R: Rarely selected as a kindred; N: Never selected as kindred. However, even demihuman marked N can sometimes be found as kindred to PC dragons, with the DM's permission. |