Crystal dragons are the servants of the abyssal gods. They live in water and on coastlines. All crystal dragons can teleport by folding into strange angles and unfolding elsewhere. It takes one round to teleport, and the dragon can teleport up to 100 yards per level. They can attack on the same round they teleport, either before or after teleporting, but not both.
Crystal dragons regenerate crushing damage: their crystals easily reform. They heal five points every round while alive. When dead, they heal one point per hour until at their normal maximum. They are immune to cold and electricity; heat damage only heals by one point every week. As constructs rather than creatures, golems do not count as a creature for spells (such as mage bolt).
Crystal dragons are smaller than normal dragons, standing only ten feet, with a similar wingspan. They do not have a human form.
When sunlight, magical light, or other strong light is shining on them, they can blind their opponents: everyone must make an evasion roll to avoid a d6-round penalty of four to any action, including attack.
Salt Dragons
Salt dragons are formed out of the drying of ancient beaches. They can spew a briny sodium that burns for d6 rounds, and 2d6 damage per round, if the target fails an evasion roll. Water makes it burn faster: each round of pouring water on it causes it to burn for 4d6 damage but reduces the duration by one round. The brine forms a beam thirty yards long and eight yards wide at its end.
The gaze of a salt dragon encrusts its target in salt. If the target fails an evasion roll, they are encrusted and cannot move, and take 1d8 points damage per round for as long as they are encrusted. If they die, they become a pillar of salt.
Salt Dragons leave a trail of crusty brine behind them that leaches color from the ground.
The salt dragon guarding the city has 37 survival points.
Rare: | Ancient cities on the sea |
Class: | Divine |
Moral Code: | Evil |
Activity Cycle: | Nocturnal |
Diet: | Carnivorous |
Number: | 1 or as summoned |
Level: | 8 |
Intelligence: | Average |
Charisma: | Average |
Movement: | 20 |
Attacks: | claws/bite |
Damage: | 2d6/2d6 |
Defense: | +9 |
Breath: | sodium three times per day |
Eyes: | salt prison once per day |
Size: | Huge (10 feet) |
Amethyst Dragons
Amethyst dragons are formed out of underwater volcanos. They are immune to heat as well as the other immunities of crystal dragons.
Their breath dispels magic and suppresses magical items. It affects a cloud ten yards in diameter up to forty yards away. Sorcerors casting or maintaining spells within the cloud must make a Reason roll at a penalty of 8 or their spells are dispelled. Those caught in the cloud must make an evasion roll or anything magical they carry is inert for 2d6 rounds. Magical items get a further bonus of twice their defense bonus and/or attack bonus. Artifacts are unaffected.
The gaze of an amethyst dragon captures any large or smaller victim in a geode. If the target fails their evasion roll they are captured in a large geode, violet and shiny—and sharp—inside, and gray and crusted outside. The geode is stone, a foot thick. It contains enough air for one person for one hour. After the air is used up the character will suffocate as normal. Magical effects are suppressed by four levels within the geode and acting upon it.
Rare: | Ancient cities on the sea |
Class: | Divine |
Moral Code: | Evil |
Activity Cycle: | Diurnal |
Diet: | Carnivorous |
Number: | 1 or as summoned |
Level: | 8 |
Intelligence: | Average |
Charisma: | Average |
Movement: | 20 |
Attacks: | claws/bite |
Damage: | 2d6/2d6 |
Defense: | +9 |
Breath: | dispels magic |
Eyes: | geode prison once per day |
Size: | Huge (10 feet) |
The amethyst dragon guarding the city has 56 survival points.