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From Pathfinder #191: The Destiny War, which isn't enabled.

Vehanezhad

CREATURE 18

Variant crystal dragon great wyrm

Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal dragons prefer orderly environments and are not fond of sudden interruptions or distractions.

Crystal dragons build their lairs in underground grottoes, where they cultivate environments of great beauty. Their exacting standards and vivid imaginations mean that they are always working to improve the appearance or layout of some part of their lair. These lairs are unique to each individual crystal dragon, but there are always plenty of reflective surfaces that allow the dragon to observe their own appearance. These range from crystals to reflecting pools to finely crafted mirrors, which are arranged throughout the lair in a pleasing array. Gifts of well-crafted or magical mirrors are an excellent way to curry favor with a crystal dragon.

Although crystal dragons are easily distracted by their sparkling collections or their vanity, they remain good-hearted creatures at the core and make friends quickly. While a crystal dragon tends to find evil creatures uncouth and unpleasant, any other nearby denizen or inhabitant of their home could become fast friends or beloved pets, depending upon the creature's capacity for conversation (and for providing the frequent praise and compliments that crystal dragons hunger for).


Perception +32; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
Languages Common, Diabolic, Draconic, Jotun, Mwangi, Petran, Sussuran
Skills Acrobatics +32, Arcana +32, Deception +34, Diplomacy +34, Intimidation +34, Society +32, Stealth +32, Survival +30
Str +9, Dex +6, Con +7, Int +6, Wis +6, Cha +8
Tremorsense (Imprecise) 60 feet

Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.


AC 42; Fort +33, Ref +30, Will +30; +1 status to all saves vs. magic
HP 335; Immunities paralyzed, sleep; Weaknesses sonic 15
+1 Status to All Saves vs. Magic
Extra Reaction

The dragon gains 2 reactions at the start of each of their turns.

Frightful Presence (aura, emotion, fear, mental)

90 feet. DC 37 Will


A creature that first enters the area must attempt a Will save.

Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.


Critical Success The creature is unaffected by the presence.

Success The creature is Frightened 1.

Failure The creature is Frightened 2.

Critical Failure The creature is Frightened 4.

Reflect Spell
Trigger Vehanezhad is targeted by a ranged spell attack roll

Effect Vehanezhad adjusts a wing and gains a +4 circumstance bonus to AC against the triggering attack. If the attack misses, the spell reflects at the caster, who must roll a second ranged spell attack roll against their own AC to determine if the spell hits them instead.
Scintillating Aura (aura, concentrate, incapacitation, primal, visual)

30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are Dazzled. Each creature that ends its turn in the emanation must succeed at a DC 37 Will saving throw or be Stunned 1 (or Stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies.

Twisting Tail (move)
Trigger A creature within reach of the dragon's tail uses a move action or leaves a square during a move action it's using

Effect The dragon makes a tail Strike at the creature with a -2 penalty. If it hits, the dragon disrupts the creature's action.

Speed 60 feet, burrow 40 feet, fly 140 feet
Melee Jaws +35 (magical, reach 20, unarmed), Damage 3d8+17 slashing plus 4d6 piercing plus Crystal Corruption
Melee Claw +35 (agile, magical, reach 15, unarmed), Damage 3d10+17 slashing plus Crystal Corruption
Melee Tail +33 (magical, reach 25), Damage 2d12+17 bludgeoning plus Crystal Corruption
Breath Weapon (primal)

Vehanezhad breathes a flurry of piercing crystals that deals 19d6 piercing damage in a 60-foot cone (DC 40 basic Reflex save). A creature who takes damage from this breath weapon is exposed to crystal corruption. Vehanezhad can't use Breath Weapon again for 1d4 rounds.

Crystal Corruption (arcane, curse, incapacitation)

Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic.

Saving Throw DC 40 Fortitude
Stage 1 sickened 1 (1 hour)
Stage 2 weakness 5 to sonic and Sickened 1 (1 day)
Stage 3 weakness 5 to sonic and Slowed 1 (1 day)
Stage 4 weakness 10 to sonic and Paralyzed (1 day)
Stage 5 weakness 10 to sonic, and the creature is permanently Petrified.
Crystallize Flesh (incapacitation, primal)
Trigger The crystal dragon damages a creature made of flesh with a jaws Strike
Frequency three times per day

Effect The dragon embeds transformative crystals in the creature's flesh. The creature must attempt a DC 40 Fortitude save.

Critical Success The target is unaffected.

Success The target is Slowed 1 for 1 round as portions of its flesh turn crystalline.

Failure The target is Slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is Petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.

Critical Failure As failure, but the target is initially Slowed 2.

Draconic Frenzy

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

Draconic Momentum

The dragon recharges their Breath Weapon whenever they critically hit with a Strike.

Pathfinder #191: The Destiny WarOGL