Dragon

Dragon, Gem

Gem dragons are a subcategory of true dragons that spend much of their time on the Inner Planes. All are psionically powerful, although to most observers their psychic talents are indistinguishable from sorcery. Gem dragons tend to be aloof, solitary, and self-centered.

All dragons become more powerful as they age. They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. See Dragon Age Categories.

Living primarily on the Inner Planes, gem dragons have developed unusual diets. While they enjoy variety in their meals, they can survive indefinitely by consuming elemental matter. The gem dragons are not native to the Inner Planes, and all kinds of gem dragons can be found on all the planes, but they do have favored environments.

Like all dragons, gem dragons are incredibly covetous. They hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards become slightly paranoid, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is never enough treasure: It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the great wyrm stage, hundreds of gems and coins are embedded in its hide.

All dragons speak Draconic.

Size

A dragon’s face and reach increase with its size. See Dragon Space/Reach, Attacks, and Damage.

Combat

At its younger ages, a dragon attacks with its powerful claws and bite. As it grows older and larger, it acquires other attack forms as well. In addition, it can use a breath weapon, and it may also have access to various special abilities specific to its kind (see individual descriptions).

A dragon usually prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first⁠—​or avoiding them while it picks off weaker enemies.

See Dragon Space/Reach, Attacks, and Damage for the basic physical attacks gem dragons make and descriptions of those attacks. See Dragon Breath Weapons for general characteristics about those. Individual gem dragon descriptions below will indicate whether a particular gem dragon’s breath weapon area is a line or cone and what energy type or other effect it has.

In addition to those, gem dragons have special abilities that are unique to their particular category of dragon, as shown below:

Planar Travel (Su): Gem dragons have the innate ability to pass instantly between the Material Plane and the Inner Planes, where they often make their homes.

Psionics (Sp): All gem dragons have psionic abilities, as given in their descriptive text. (When using the Expanded Psionics Handbook, treat a gem dragon’s spell resistance as power resistance.)

Resistances (Ex): Unless otherwise noted in an individual dragon’s description, each gem dragon has resistance to fire 15.

Movement: Each gem dragon has a swim speed and a burrow speed, in addition to being able to fly. Only the topaz dragon can breathe underwater, so the others are limited to surface areas⁠—​although older dragons can hold their breath for very long periods.

Skills: In addition to skills favored by all dragons, gem dragons favor those found in the Expanded Psionics Handbook on page 35 if that book is used.

Amethyst Dragon

The statistics block below contains details for more than one age category of this dragon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Amethyst Dragon, Wyrmling
Tiny Dragon (Earth)
Amethyst Dragon, Very young
Small Dragon (Earth)
Amethyst Dragon, Young
Medium Dragon (Earth)
Amethyst Dragon, Juvenile
Medium Dragon (Earth)
Amethyst Dragon, Young adult
Large Dragon (Earth)
Amethyst Dragon, Adult
Large Dragon (Earth)
Amethyst Dragon, Mature adult
Huge Dragon (Earth)
Amethyst Dragon, Old
Huge Dragon (Earth)
Amethyst Dragon, Very Old
Huge Dragon (Earth)
Amethyst Dragon, Ancient
Huge Dragon (Earth)
Amethyst Dragon, Wyrm
Gargantuan Dragon (Earth)
Amethyst Dragon, Great Wyrm
Gargantuan Dragon (Earth)
Hit Dice: 6d12+6 (45) 9d12+18 (76) 12d12+24 (102) 15d12+45 (142) 18d12+72 (189) 21d12+105 (241) 24d12+120 (276) 27d12+162 (337) 30d12+180 (375) 33d12+231 (445) 36d12+280 (507) 39d12+312 (565)
Initiative: +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1 +1
Speed: 40 ft., fly 100 ft. (average), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 20 ft., swim 10 ft. 40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft. 40 ft., fly 200 ft. (clumsy), burrow 20 ft., swim 10 ft.
Armor Class: 17 (+1 size, +5 natural, +1 Dex), touch 12, flat-footed 16 19 (+8 natural, +1 Dex), touch 11, flat-footed 18 22 (+11 natural, +1 Dex), touch 11, flat-footed 21 24 (–⁠1 size, +14 natural, +1 Dex), touch 10, flat-footed 23 27 (–⁠1 size, +17 natural, +1 Dex), touch 10, flat-footed 26 29 (–⁠2 size, +20 natural, +1 Dex), touch 9, flat-footed 28 32 (–⁠2 size, +23 natural, +1 Dex), touch 9, flat-footed 31 35 (–⁠2 size, +26 natural, +1 Dex), touch 9, flat-footed 34 38 (–⁠2 size, +29 natural, +1 Dex), touch 9, flat-footed 37 39 (–⁠4 size, +32 natural, +1 Dex), touch 7, flat-footed 38 42 (–⁠4 size, +35 natural, +1 Dex), touch 7, flat-footed 41 45 (–⁠4 size, +38 natural, +1 Dex), touch 7, flat-footed 44
Base Attack/Grapple: +6/+3 +9/+11 +12/+15 +15/+23 +18/+28 +21/+37 +24/+41 +27/+45 +30/+49 +33/+57 +36/+61 +39/+65
Attack1: Bite +8 melee (1d6+1) Bite +11 melee (1d8+2) Bite +15 melee (1d8+3) Bite +18 melee (2d6+4) Bite +23 melee (2d6+6) Bite +27 melee (2d8+8) Bite +31 melee (2d8+9) Bite +35 melee (2d8+10) Bite +39 melee (2d8+11) Bite +41 melee (4d6+12) Bite +44 melee (4d6+13) Bite +49 melee (4d6+14)
Full Attack: Bite +8 melee (1d6+1) and 2 claws (1d4) Bite +11 melee (1d8+2), 2 claws +6 melee (1d6+1), and 2 wings +6 melee (1d4+1) Bite +15 melee (1d8+3), (1d6+1), and 2 wings +10 melee (1d4+1) Bite +18 melee (2d6+4), 2 claws +13 melee (1d8+2), 2 wings +13 melee (1d6+2), and tail slap +13 melee (1d8+6) Bite +23 melee (2d6+6), 2 claws +18 melee (1d8+3), 2 wings +18 melee (1d6+3), and tail slap +18 melee (1d8+9) Bite +27 melee (2d8+8), 2 claws +22 melee (2d6+4), 2 wings +22 melee (1d8+4), and tail slap +22 melee (2d6+12) Bite +31 melee (2d8+9), 2 claws +26 melee (2d6+4), 2 wings +26 melee (1d8+4), and tail slap +26 melee (2d6+13) Bite +35 melee (2d8+10), 2 claws +30 melee (2d6+5), 2 wings +30 melee (1d8+5), and tail slap +30 melee (2d6+15) Bite +39 melee (2d8+11), 2 claws +34 melee (2d6+5), 2 wings +34 melee (1d8+5), and tail slap +34 melee (2d6+16) Bite +41 melee (4d6+12), 2 claws +36 melee (2d8+6), 2 wings +36 melee (2d6+6), and tail slap +36 melee (2d8+18) Bite +44 melee (4d6+13), 2 claws +39 melee (2d8+6), 2 wings +39 melee (2d6+6), and tail slap +39 melee (2d8+19) Bite +49 melee (4d6+14), 2 claws +44 melee (2d8+7), 2 wings +44 melee (2d6+7), and tail slap +44 melee (2d8+21)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. (10 ft. with bite) 10 ft./5 ft. (10 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon (40 ft. line of force, 2d8, DC 14) Breath weapon (60 ft. line of force, 4d8, DC 16) Breath weapon (60 ft. line of force, 6d8, DC 18) Breath weapon (80 ft. line of force, 8d8, DC 20), spells (CL 1), stomp (DC 21) Breath weapon (80 ft. line of force, 10d8, DC 23), frightful presence (DC 21), spells (CL 3), stomp (DC 25) Breath weapon (100 ft. line of force, 12d8, DC 25), crush 2d8+12 (DC 25), explosive gem (5d6, DC 23), frightful presence (DC 23), spells (CL 5), stomp (DC 28) Breath weapon (100 ft. line of force, 14d8, DC 27), crush 2d8+13 (DC 27), explosive gem (5d6, DC 24), frightful presence (DC 25), spells (CL 7), stomp (DC 31) Breath weapon (100 ft. line of force, 16d8, DC 29), crush 2d8+15 (DC 29), explosive gem (9d6, DC 25), frightful presence (DC 27), spells (CL 9), stomp (DC 33) Breath weapon (100 ft. line of force, 18d8, DC 31), crush 2d8+16 (DC 31), explosive gem (9d6, DC 26), frightful presence (DC 29), spells (CL 11), stomp (DC 36) Breath weapon (120 ft. line of force, 20d8, DC 33), crush 4d6+18 (DC 33), explosive gem (13d6, DC 27), frightful presence (DC 31), spells (CL 13), stomp (DC 38), suggestion, tail sweep 2d6+18 (DC 33) Breath weapon (120 ft. line of force, 22d8, DC 36), crush 4d6+19 (DC 36), explosive gem (13d6, DC 28), frightful presence (DC 33), spells (CL 15), stomp (DC 41), suggestion, tail sweep 2d6+19 (DC 36) Amethyst telekinesis, breath weapon (120 ft. line of force, 24d8, DC 37), crush 4d6+21 (DC 37), explosive gem (13d6, DC 29), frightful presence (DC 35), spells (CL 17), stomp (DC 43), suggestion, tail sweep 2d6+21 (DC 37)
Special Qualities: Force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Damage resistance 5/magic, force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Damage resistance 5/magic, force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Damage resistance 10/magic, force resistance, immunity to paralysis, poison, and sleep effects, planar travel, resistance to fire 15 Body equilibrium, damage resistance 10/magic, force resistance, immunity to paralysis, poison, and sleep effects, invisibility, planar travel, resistance to fire 15 Body equilibrium, damage resistance 15/magic, force resistance, immunity to paralysis, poison, and sleep effects, invisibility, planar travel, resistance to fire 15 Body equilibrium, damage resistance 15/magic, force resistance, immunity to paralysis, poison, and sleep effects, invisibility, planar travel, resistance to fire 15 Body equilibrium, damage resistance 20/magic, force resistance, immunity to paralysis, poison, and sleep effects, invisibility, planar travel, resistance to fire 15 Body equilibrium, damage resistance 20/magic, force resistance, immunity to paralysis, poison, and sleep effects, invisibility, planar travel, resistance to fire 15
Saves: Fort +6, Ref +6, Will +5 Fort +8, Ref +7, Will +6 Fort +10, Ref +9, Will +9 Fort +12, Ref +10, Will +11 Fort +15, Ref +12, Will +13 Fort +17, Ref +13, Will +15 Fort +19, Ref +15, Will +17 Fort +21, Ref +16, Will +19 Fort +23, Ref +18, Will +21 Fort +25, Ref +19, Will +23 Fort +28, Ref +21, Will +25 Fort +29, Ref +22, Will +27
Abilities: Str 13, Dex 12, Con 13, Int 10, Wis 11, Cha 10 Str 15, Dex 12, Con 15, Int 10, Wis 11, Cha 10 Str 17, Dex 12, Con 15, Int 12, Wis 13, Cha 12 Str 19, Dex 12, Con 17, Int 14, Wis 15, Cha 14 Str 23, Dex 12, Con 19, Int 14, Wis 15, Cha 14 Str 27, Dex 12, Con 21, Int 16, Wis 17, Cha 16 Str 29, Dex 12, Con 21, Int 16, Wis 17, Cha 16 Str 31, Dex 12, Con 23, Int 18, Wis 19, Cha 18 Str 33, Dex 12, Con 23, Int 18, Wis 19, Cha 18 Str 35, Dex 12, Con 25, Int 20, Wis 21, Cha 20 Str 37, Dex 12, Con 27, Int 20, Wis 21, Cha 20 Str 39, Dex 12, Con 27, Int 22, Wis 23, Cha 22
Skills: 36 skill points, 9 ranks max.; see Skills. 54 skill points, 12 ranks max.; see Skills. 84 skill points, 15 ranks max.; see Skills. 120 skill points, 18 ranks max.; see Skills. 144 skill points, 21 ranks max.; see Skills. 189 skill points, 24 ranks max.; see Skills. 216 skill points, 27 ranks max.; see Skills. 270 skill points, 30 ranks max.; see Skills. 300 skill points, 33 ranks max.; see Skills. 363 skill points, 36 ranks max.; see Skills. 396 skill points, 39 ranks max.; see Skills. 468 skill points, 42 ranks max.; see Skills.
Feats: 3 feats; see Dragon Feats. 4 feats; see Dragon Feats. 5 feats; see Dragon Feats. 6 feats; see Dragon Feats. 7 feats; see Dragon Feats. 8 feats; see Dragon Feats. 9 feats; see Dragon Feats. 10 feats; see Dragon Feats. 11 feats; see Dragon Feats. 12 feats; see Dragon Feats. 13 feats; see Dragon Feats. 14 feats; see Dragon Feats.
Environment: Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground
Organization: Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: 4 5 7 9 12 15 17 19 20 22 24 25
Treasure: Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 7–8 HD (Small) 10–11 HD (Medium) 13–14 HD (Medium) 16–17 HD (Large) 19–20 HD (Large) 22–23 HD (Huge) 25–26 HD (Huge) 28–29 HD (Huge) 31–32 HD (Huge) 34–35 HD (Gargantuan) 37–38 HD (Gargantuan) 40+ HD (Gargantuan)
Level Adjustment: +4 +4 +5
  1. Bite reach is treated as if a dragon is one size larger; see Space/Reach. Feat attack modifiers are not included; adjust after selecting them.

WyrmlingVery youngYoungJuvenileYoung adultAdultMature adultOldVery oldAncientWyrmGreat wyrm

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.

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.

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. The damage, range, and Reflex saving throw are given by age category in the dragon’s Special Attacks entry.

Explosive Gem (Sp): Once per day, an amethyst dragon can spit a violet, crystalline lozenge up to 75 feet away with pinpoint 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, as shown in the Special Attacks entry for each age category of the dragon, along with the damage dice inflicted) takes half damage.

Force Resistance (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 + ½ 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 Expanded Psionics Handbook, replace this ability with the psionic power stomp {XPH 133}.)

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, depending on the surface) 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 Expanded Psionics Handbook, replace this ability with the psionic power body equilibrium {XPH 81}.)

Psionics (Sp): 1/day⁠—​invisibility, suggestion. If the Expanded Psionics Handbook is used, replace invisibility with cloud mind {XPH 84}. 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 {XPH 19} with Psychokinesis as its primary discipline.

Skills: Bluff, Hide, and Move Silently are class skills for amethyst dragons. These are in addition to the skills considered as class skills for all dragons. If the Expanded Psionics Handbook is used, psionic skills (see page 35) are also class skills for amethyst dragons.

Source: Monster Manual II, page 77. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Psionic skills were added as class skills.

Crystal Dragon

The statistics block below contains details for more than one age category of this dragon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Crystal Dragon, Wyrmling
Tiny Dragon (Air)
Crystal Dragon, Very young
Small Dragon (Air)
Crystal Dragon, Young
Medium Dragon (Air)
Crystal Dragon, Juvenile
Medium Dragon (Air)
Crystal Dragon, Young adult
Large Dragon (Air)
Crystal Dragon, Adult
Large Dragon (Air)
Crystal Dragon, Mature adult
Huge Dragon (Air)
Crystal Dragon, Old
Huge Dragon (Air)
Crystal Dragon, Very Old
Huge Dragon (Air)
Crystal Dragon, Ancient
Huge Dragon (Air)
Crystal Dragon, Wyrm
Gargantuan Dragon (Water)
Crystal Dragon, Great Wyrm
Gargantuan Dragon (Air)
Hit Dice: 5d12+5 (37) 8d12+16 (68) 11d12+22 (93) 14d12+42 (133) 17d12+68 (178) 20d12+100 (230) 23d12+115 (264) 26d12+156 (325) 29d12+174 (362) 32d12+224 (432) 35d12+280 (507) 38d12+304 (551)
Initiative: +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Speed: 40 ft., fly 100 ft. (average), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 40 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 40 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 40 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 40 ft.
Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15 17 (+7 natural), touch 10, flat-footed 17 20 (+10 natural), touch 10, flat-footed 20 22 (–⁠1 size, +13 natural), touch 9, flat-footed 22 25 (–⁠1 size, +16 natural), touch 9, flat-footed 25 27 (–⁠2 size, +19 natural), touch 8, flat-footed 27 30 (–⁠2 size, +22 natural), touch 8, flat-footed 30 33 (–⁠2 size, +25 natural), touch 8, flat-footed 33 36 (–⁠2 size, +28 natural), touch 8, flat-footed 36 37 (–⁠4 size, +31 natural), touch 6, flat-footed 37 40 (–⁠4 size, +34 natural), touch 6, flat-footed 40 43 (–⁠4 size, +37 natural), touch 6, flat-footed 43
Base Attack/Grapple: +5/+2 +8/+10 +11/+14 +14/+22 +17/+27 +20/+36 +23/+40 +26/+44 +29/+48 +32/+56 +35/+60 +38/+64
Attack: Bite +7 melee (1d6+1) Bite +10 melee (1d8+2) Bite +14 melee (1d8+3) Bite +17 melee (2d6+4) Bite +22 melee (2d6+6) Bite +26 melee (2d8+8) Bite +30 melee (2d8+9) Bite +34 melee (2d8+10) Bite +38 melee (2d8+11) Bite +40 melee (4d6+12) Bite +44 melee (4d6+13) Bite +48 melee (4d6+14)
Full Attack: Bite +7 melee (1d6+1) and 2 claws +2 melee (1d4) Bite +10 melee (1d8+2), 2 claws +5 melee (1d6+1), and 2 wings +5 melee (1d4+1) Bite +14 melee (1d8+3), 2 claws +9 melee (1d6+1), and 2 wings +9 melee (1d4+1) Bite +17 melee (2d6+4), 2 claws +12 melee (1d8+2), 2 wings +12 melee (1d6+2), and tail slap +12 melee (1d8+6) Bite +22 melee (2d6+6), 2 claws +17 melee (1d8+3), 2 wings +17 melee (1d6+3), and tail slap +17 melee (1d8+9) Bite +26 melee (2d8+8), 2 claws +21 melee (2d6+4), 2 wings +21 melee (1d8+4), and tail slap +21 melee (2d6+12) Bite +30 melee (2d8+9), 2 claws +25 melee (2d6+4), 2 wings +25 melee (1d8+4), and tail slap +25 melee (2d6+13) Bite +34 melee (2d8+10), 2 claws +29 melee (2d6+5), 2 wings +29 melee (1d8+5), and tail slap +29 melee (2d6+15) Bite +38 melee (2d8+11), 2 claws +33 melee (2d6+5), 2 wings +33 melee (1d8+5), and tail slap +33 melee (2d6+16) Bite +40 melee (4d6+12), 2 claws +35 melee (2d8+6), 2 wings +35 melee (2d6+6), and tail slap +35 melee (2d8+18) Bite +44 melee (4d6+13), 2 claws +39 melee (2d8+6), 2 wings +39 melee (2d6+6), and tail slap +39 melee (2d8+19) Bite +48 melee (4d6+14), 2 claws +43 melee (2d8+7), 2 wings +43 melee (2d6+7), and tail slap +43 melee (2d8+21)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. (10 ft. with bite) 10 ft./5 ft. (10 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon (20 ft. cone of light, 2d6, DC 13) Breath weapon (30 ft. cone of light, 4d6, DC 16) Breath weapon (30 ft. cone of light, 6d6, DC 17) Breath weapon (40 ft. cone of light, 8d6, DC 20) Breath weapon (40 ft. cone of light, 10d6, DC 22), frightful presence (DC 20) Breath weapon (50 ft. cone of light, 12d6, DC 25), charm person, crush 2d8+12 (DC 25), frightful presence (DC 23), spells (CL 5) Breath weapon (50 ft. cone of light, 14d6, DC 26), charm person, crush 2d8+13 (DC 26), frightful presence (DC 24), spells (CL 7) Breath weapon (50 ft. cone of light, 16d6, DC 29), charm person, color spray, crush 2d8+15 (DC 29), frightful presence (DC 27), spells (CL 9) Breath weapon (50 ft. cone of light, 18d6, DC 30), charm person, color spray, crush 2d8+16 (DC 30), frightful presence (DC 28), spells (CL 11) Breath weapon (60 ft. cone of light, 20d6, DC 33), charm person, color spray, crush 4d6+18 (DC 33), dominate person, frightful presence (DC 31), spells (CL 13), tail sweep 2d6+18 (DC 33) Breath weapon (60 ft. cone of light, 22d6, DC 35), charm person, color spray, crush 4d6+19 (DC 35), dominate person, frightful presence (DC 32), spells (CL 15), tail sweep 2d6+19 (DC 35) Breath weapon (60 ft. cone of light, 24d6, DC 37), charm person, color spray, control winds, crush 4d6+21 (DC 37), dominate person, frightful presence (DC 34), spells (CL 17), tail sweep 2d6+21 (DC 37)
Special Qualities: Immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 5/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 5/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 10/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 10/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 15/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 15/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 20/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15 Damage reduction 20/magic, immunity to cold, paralysis, and sleep effects, planar travel, resistance to fire 15
Saves: Fort +5, Ref +4, Will +4 Fort +8, Ref +6, Will +6 Fort +9, Ref +7, Will +8 Fort +12, Ref +9, Will +11 Fort +14, Ref +10, Will +12 Fort +17, Ref +12, Will +15 Fort +18, Ref +13, Will +16 Fort +21, Ref +15, Will +19 Fort +22, Ref +16, Will +20 Fort +25, Ref +18, Will +23 Fort +27, Ref +19, Will +24 Fort +29, Ref +21, Will +27
Abilities: Str 13, Dex 10, Con 13, Int 10, Wis 11, Cha 11 Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 11 Str 17, Dex 10, Con 15, Int 12, Wis 13, Cha 13 Str 19, Dex 10, Con 17, Int 14, Wis 15, Cha 15 Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 15 Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha 17 Str 29, Dex 10, Con 21, Int 16, Wis 17, Cha 17 Str 31, Dex 10, Con 23, Int 18, Wis 19, Cha 19 Str 33, Dex 10, Con 23, Int 18, Wis 19, Cha 19 Str 35, Dex 10, Con 25, Int 20, Wis 21, Cha 21 Str 37, Dex 10, Con 27, Int 20, Wis 21, Cha 21 Str 39, Dex 10, Con 27, Int 22, Wis 23, Cha 21
Skills: 30 skill points, 8 ranks max.; see Skills. 48 skill points, 11 ranks max.; see Skills. 77 skill points, 14 ranks max.; see Skills. 112 skill points, 17 ranks max.; see Skills. 136 skill points, 20 ranks max.; see Skills. 180 skill points, 23 ranks max.; see Skills. 207 skill points, 26 ranks max.; see Skills. 260 skill points, 29 ranks max.; see Skills. 290 skill points, 32 ranks max.; see Skills. 352 skill points, 35 ranks max.; see Skills. 385 skill points, 38 ranks max.; see Skills. 456 skill points, 41 ranks max.; see Skills.
Feats: 2 feats; see Dragon Feats. 3 feats; see Dragon Feats. 4 feats; see Dragon Feats. 5 feats; see Dragon Feats. 6 feats; see Dragon Feats. 7 feats; see Dragon Feats. 8 feats; see Dragon Feats. 9 feats; see Dragon Feats. 10 feats; see Dragon Feats. 11 feats; see Dragon Feats. 12 feats; see Dragon Feats. 13 feats; see Dragon Feats.
Environment: Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains Inner Planes, temperate and cold mountains
Organization: Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: 3 4 5 8 11 13 16 18 19 21 22 24
Treasure: Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: 6–7 HD (Small) 9–10 HD (Medium) 12–13 HD (Medium) 15–16 HD (Large) 18–19 HD (Large) 21–22 HD (Huge) 24–25 HD (Huge) 27–28 HD (Huge) 30–31 HD (Huge) 33–34 HD (Gargantuan) 36–37 HD (Gargantuan) 39+ HD (Gargantuan)
Level Adjustment: +5 +5 +5 +6
  1. Bite reach is treated as if a dragon is one size larger; see Space/Reach. Feat attack modifiers are not included; adjust after selecting them.

WyrmlingVery youngYoungJuvenileYoung adultAdultMature adultOldVery oldAncientWyrmGreat wyrm

Crystal dragons are the friendliest of the gem dragons. They are always curious about the world, so they enthusiastically converse with willing visitors.

A wyrmling crystal dragon’s scales are glossy white. As it ages, its scales become translucent. Moonlight and starlight cause them to luminesce, and full sunlight lends them a dazzling brilliance.

Crystal dragons prefer the Elemental Plane of Air, but they sometimes build incredible ice palaces atop high, cold mountain peaks on the Material Plane, where they can watch the stars and create sculptures out of ice and snow.

White dragons and crystal dragons sometimes come into conflict. Crystal dragons have been known to make off with white dragon eggs, possibly to foster the white wyrmlings and help them grow into friendlier dragons than they would otherwise become. Such white dragons are extremely rare, and the introduction of such creatures into a campaign is the purview of the DM. Crystal dragons tend to bear great enmity toward any local giants, since the latter occasionally join forces with white dragons to hunt for crystal dragon lairs or wyrmlings.

Combat

A crystal dragon rarely instigates a fight without cause. If a visitor is intriguing or seems friendly, the dragon attempts a conversation; otherwise it tries to avoid a meeting. If visitors dare to attack, however, a crystal dragon does not hesitate to respond in kind. It often uses its breath weapon first to weaken and blind foes, then takes to the air to make use of its psionic abilities and any other ranged attacks it has.

Breath Weapon (Su): A crystal dragon’s breath weapon is a cone of brilliant light. A target who fails his or her Reflex saving throw (as shown in the Special Attacks entry for this ability) takes the indicated damage and is blinded for 1d4 rounds.

Spell-Like Abilities: 3/day⁠—​color spray; 1/day⁠—​control winds. (When using the Expanded Psionics Handbook, replace control winds with the control air psionic power {XPH 86}.) Caster level varies by age; save DC 10 + dragon’s Charisma modifier + spell level.

Psionics (Sp): 3/day⁠—​charm person; 1/day⁠—​dominate person. If using the Expanded Psionics Handbook, replace this with psionic dominate {XPH 96}. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level.

Attack/Defense Modes: id insinuation/thought shield. A crystal dragon manifests powers, and gains additional attack and defense modes, as if it were a psion {XPH 19} with Telepathy as its primary discipline.

Skills: Gather Information, Jump, and Swim are class skills for crystal dragons. These are in addition to the skills considered as class skills for all dragons. If the Expanded Psionics Handbook is used, psionic skills (see page 35) are also class skills for crystal dragons.

Source: Monster Manual II, page 81. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Psionic skills were added as class skills. Dominate person and psychic dominatereplaced the domination power.

Emerald Dragon

The statistics block below contains details for more than one age category of this dragon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Emerald Dragon, Wyrmling
Tiny Dragon (Air)
Emerald Dragon, Very young
Small Dragon (Air)
Emerald Dragon, Young
Medium Dragon (Air)
Emerald Dragon, Juvenile
Medium Dragon (Air)
Emerald Dragon, Young adult
Large Dragon (Air)
Emerald Dragon, Adult
Large Dragon (Air)
Emerald Dragon, Mature adult
Huge Dragon (Air)
Emerald Dragon, Old
Huge Dragon (Air)
Emerald Dragon, Very Old
Huge Dragon (Air)
Emerald Dragon, Ancient
Huge Dragon (Air)
Emerald Dragon, Wyrm
Gargantuan Dragon (Water)
Emerald Dragon, Great Wyrm
Gargantuan Dragon (Air)
Hit Dice: 6d12+6 (45) 9d12+18 (76) 12d12+24 (102) 15d12+45 (142) 18d12+72 (189) 21d12+105 (241) 24d12+120 (276) 27d12+162 (337) 30d12+180 (375) 33d12+231 (445) 36d12+288 (522) 39d12+312 (565)
Initiative: +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Speed: 40 ft., fly 100 ft. (average), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft.
Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 18 (+8 natural), touch 10, flat-footed 18 21 (+11 natural), touch 10, flat-footed 21 23 (–⁠1 size, +14 natural), touch 9, flat-footed 23 26 (–⁠1 size, +17 natural), touch 9, flat-footed 26 28 (–⁠2 size, +20 natural), touch 8, flat-footed 28 31 (–⁠2 size, +23 natural), touch 8, flat-footed 31 34 (–⁠2 size, +26 natural), touch 8, flat-footed 34 37 (–⁠2 size, +29 natural), touch 8, flat-footed 37 38 (–⁠4 size, +32 natural), touch 6, flat-footed 38 41 (–⁠4 size, +35 natural), touch 6, flat-footed 41 44 (–⁠4 size, +38 natural), touch 6, flat-footed 44
Base Attack/Grapple: +6/+3 +9/+11 +12/+15 +15/+23 +18/+28 +21/+37 +24/+41 +27/+45 +30/+49 +33/+57 +36/+61 +39/+65
Attack: Bite +8 melee (1d6+1) Bite +11 melee (1d8+2) Bite +15 melee (1d8+3) Bite +18 melee (2d6+4) Bite +23 melee (2d6+6) Bite +27 melee (2d8+8) Bite +31 melee (2d8+9) Bite +35 melee (2d8+10) Bite +39 melee (2d8+11) Bite +41 melee (4d6+12) Bite +45 melee (4d6+13) Bite +49 melee (4d6+14)
Full Attack: Bite +8 melee (1d6+1) and 2 claws +3 melee (1d4) Bite +11 melee (1d8+2), 2 claws +6 melee (1d6+1), and 2 wings +6 melee (1d4+1) Bite +15 melee (1d8+3), 2 claws +10 melee (1d6+1), and 2 wings +10 melee (1d4+1) Bite +18 melee (2d6+4), 2 claws +13 melee (1d8+2), 2 wings +13 melee (1d6+2), and tail slap +13 melee (1d8+6) Bite +23 melee (2d6+6), 2 claws +18 melee (1d8+3), 2 wings +18 melee (1d6+3), and tail slap +18 melee (1d8+9) Bite +27 melee (2d8+8), 2 claws +22 melee (2d6+4), 2 wings +22 melee (1d8+4), and tail slap +22 melee (2d6+12) Bite +31 melee (2d8+9), 2 claws +26 melee (2d6+4), 2 wings +26 melee (1d8+4), and tail slap +26 melee (2d6+13) Bite +35 melee (2d8+10), 2 claws +30 melee (2d6+5), 2 wings +30 melee (1d8+5), and tail slap +30 melee (2d6+15) Bite +39 melee (2d8+11), 2 claws +34 melee (2d6+5), 2 wings +34 melee (1d8+5), and tail slap +34 melee (2d6+16) Bite +41 melee (4d6+12), 2 claws +36 melee (2d8+6), 2 wings +36 melee (2d6+6), and tail slap +36 melee (2d8+18) Bite +45 melee (4d6+13), 2 claws +40 melee (2d8+6), 2 wings +40 melee (2d6+6), and tail slap +40 melee (2d8+19) Bite +49 melee (4d6+14), 2 claws +44 melee (2d8+7), 2 wings +44 melee (2d6+7), and tail slap +44 melee (2d8+21)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. (10 ft. with bite) 10 ft./5 ft. (10 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon (20 ft. cone of sound, 2d6, DC 14) Breath weapon (30 ft. cone of sound, 4d6, DC 16) Breath weapon (30 ft. cone of sound, 6d6, DC 18), spells (CL 1) Breath weapon (40 ft. cone of sound, 8d6, DC 20), spells (CL 3) Breath weapon (40 ft. cone of sound, 10d6, DC 23), fog cloud, frightful presence (DC 23), spells (CL 5) Breath weapon (50 ft. cone of sound, 12d6, DC 25) crush 2d8+12 (DC 25) fog cloud, frightful presence (DC 25), spells (CL 7) Breath weapon (50 ft. cone of sound, 14d6, DC 27), crush 2d8+13 (DC 27), fog cloud, frightful presence (DC 27), spells (CL 9) Breath weapon (50 ft. cone of sound, 16d6, DC 29), crush 2d8+15 (DC 29), fog cloud, frightful presence (DC 29), spells (CL 11) Breath weapon (50 ft. cone of sound, 18d6, DC 31), crush 2d8+16 (DC 31), fog cloud, frightful presence (DC 31), spells (CL 13) Breath weapon (60 ft. cone of sound, 20d6, DC 33), crush 4d6+18 (DC 33), fog cloud, frightful presence (DC 33), tail sweep 2d6+18 (DC 33), spells (CL 15) Breath weapon (60 ft. cone of sound, 22d6, DC 36), crush 4d6+19 (DC 36), fog cloud, frightful presence (DC 36), tail sweep 2d6+19 (DC 36), spells (CL 17) Breath weapon (60 ft. cone of sound, 24d6, DC 37), crush 4d6+21 (DC 37), fog cloud, frightful presence (DC 37), tail sweep 2d6+21 (DC 37), spells (CL 19)
Special Qualities: Immunity to paralysis, sonic damage, and sleep effects, object reading, planar travel, resistance to fire 15 Immunity to paralysis, sonic damage, and sleep effects, object reading, planar travel, resistance to fire 15 Greater invisibility, immunity to paralysis, sonic damage, and sleep effects, object reading, planar travel, resistance to fire 15 Greater invisibility, immunity to paralysis, sonic damage, and sleep effects, object reading, planar travel, resistance to fire 15 Damage reduction 5/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, object reading, planar travel, resistance to fire 15 Damage reduction 5/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, planar travel, resistance to fire 15 Damage reduction 10/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, planar travel, resistance to fire 15 Clairaudience/clairvoyance, damage reduction 10/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, nondetection, planar travel, resistance to fire 15 Clairaudience/clairvoyance, damage reduction 15/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, nondetection, planar travel, resistance to fire 15 Clairaudience/clairvoyance, damage reduction 15/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, nondetection, planar travel, resistance to fire 15, sculpt sound Clairaudience/clairvoyance, damage reduction 20/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, nondetection, planar travel, resistance to fire 15, sculpt sound Clairaudience/clairvoyance, damage reduction 20/magic, greater invisibility, immunity to paralysis, sonic damage, and sleep effects, legend lore, nondetection, planar travel, resistance to fire 15, sculpt sound, shield of prudence
Saves: Fort +6, Ref +5, Will +7 Fort +8, Ref +6, Will +8 Fort +10, Ref +8, Will +11 Fort +12, Ref +9, Will +13 Fort +15, Ref +11, Will +15 Fort +17, Ref +12, Will +17 Fort +19, Ref +14, Will +19 Fort +21, Ref +15, Will +21 Fort +23, Ref +17, Will +23 Fort +25, Ref +18, Will +25 Fort +28, Ref +20, Will +28 Fort +29, Ref +21, Will +29
Abilities: Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14 Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14 Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16 Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18 Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18 Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20 Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20 Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22 Str 33, Dex 10, Con 23, Int 22, Wis 23, Cha 22 Str 35, Dex 10, Con 25, Int 24, Wis 25, Cha 24 Str 37, Dex 10, Con 27, Int 26, Wis 27, Cha 26 Str 39, Dex 10, Con 27, Int 26, Wis 27, Cha 26
Skills: 48 skill points, 9 ranks max.; see Skills. 72 skill points, 12 ranks max.; see Skills. 108 skill points, 15 ranks max.; see Skills. 150 skill points, 18 ranks max.; see Skills. 180 skill points, 21 ranks max.; see Skills. 231 skill points, 24 ranks max.; see Skills. 264 skill points, 27 ranks max.; see Skills. 324 skill points, 30 ranks max.; see Skills. 360 skill points, 33 ranks max.; see Skills. 429 skill points, 36 ranks max.; see Skills. 504 skill points, 39 ranks max.; see Skills. 546 skill points, 42 ranks max.; see Skills.
Feats: 3 feats; see Dragon Feats. 4 feats; see Dragon Feats. 5 feats; see Dragon Feats. 6 feats; see Dragon Feats. 7 feats; see Dragon Feats. 8 feats; see Dragon Feats. 9 feats; see Dragon Feats. 10 feats; see Dragon Feats. 11 feats; see Dragon Feats. 12 feats; see Dragon Feats. 13 feats; see Dragon Feats. 14 feats; see Dragon Feats.
Environment: Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground
Organization: Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: 3 5 7 9 12 15 17 19 20 22 23 25
Treasure: Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard
Alignment: Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral
Advancement: 7–8 HD (Small) 10–11 HD (Medium) 13–14 HD (Medium) 16–17 HD (Large) 19–20 HD (Large) 22–23 HD (Huge) 25–26 HD (Huge) 28–29 HD (Huge) 31–32 HD (Huge) 34–35 HD (Gargantuan) 37–38 HD (Gargantuan) 40+ HD (Gargantuan)
Level Adjustment: +4 +4 +6
  1. Bite reach is treated as if a dragon is one size larger; see Space/Reach. Feat attack modifiers are not included; adjust after selecting them.

WyrmlingVery youngYoungJuvenileYoung adultAdultMature adultOldVery oldAncientWyrmGreat wyrm

Emerald dragons are inquisitive, particularly about local history and customs. Often, their knowledge of particular areas surpasses that of the best sage. However, these dragons are also rather paranoid, so developing even a passing acquaintance with one can be quite difficult.

The scales of a wyrmling emerald dragon are translucent and sea-green. As it ages, its scales harden and take on every shade of green from deep emerald to mint, and they scintillate in even the dimmest light. An emerald dragon’s pupils fade as it ages, so by the time it becomes a great wyrm, its eyes are featureless, glowing, green orbs.

The typical emerald dragon likes to settle near an area that is at least partly inhabited by civilized beings (of any type), but not so near that its presence becomes generally known. On the Material Plane, such dragons make their lairs in the cones of extinct (or seldom active) volcanoes. While on the Inner Planes, these dragons still watch their favored Material Plane spots.

Emerald dragons nurture their wyrmlings, so any given lair of a young adult or older dragon is likely to include at least one wyrmling.

Combat

Emerald dragons are quite distrustful of visitors, and their lairs bristle with hidden traps and both magic and mundane alarms. Should these measures fail to deter visitors, an emerald dragon first hides (with greater invisibility, if available), but reveals its presence if its treasure or its hatchlings are discovered.

When attacking, an emerald dragon prefers to blind its opponents with fog cloud, and then charge (or if it is flying, snatch up its opponents). These dragons are the least reluctant of all the gem dragons to engage foes in melee before thoroughly softening them up from a distance.

Against seafaring opponents, an emerald dragon usually either conjures up a storm or uses its tail to smash all the vessels it can reach (first the masts, then the hulls). If the creature is inclined toward leniency, it might merely becalm the ships, leave them fogbound, or snap some of their masts before allowing them to limp to safety. Alternatively, an emerald dragon might simply herd the nearly helpless ships to a location of its choice, thoroughly examine the crew and cargo, then either loot the vessel or hold the ship and its contents for ransom.

Breath Weapon (Su): An emerald dragon breathes a cone of keening sonic energy. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must succeed at a Fortitude save (same DC) or be deafened for 1d4 rounds plus 1 round per age category of the dragon.

Spell-Like Abilities: At will⁠—​legend lore; 3/day⁠—​fog cloud, greater invisibility, sculpt sound. These abilities become available at different age categories; see the Special Qualities entry above. (When using the Expanded Psionics Handbook, replace legend lore with the object reading psionic power {XPH 123}, and replace sculpt sound with the control sound psionic power {XPH 88}. If it is not being used, omit the object reading ability but retain legend lore.) Caster level varies with age; save DC 10 + dragon’s Charisma modifier + spell level.

Psionics (Sp): 3/day⁠—​nondetection, clairaudience/clairvoyance. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level. These abilities become available at different age categories; see the Special Qualities entry.

Attack/Defense Modes: id insinuation, psychic crush/thought shield, tower of iron will. An emerald dragon manifests powers, and gains additional attack and defense modes, as if it were a psion {XPH 19} with Clairsentience as its primary discipline.

Shield of Prudence (Sp): A great wyrm emerald dragon can extend its awareness a few fractions of a second into the future. This ability gives it a +6 insight bonus to AC for 6 hours. If it is caught flat-footed, it still gains a +4 insight bonus to AC. Shield of prudence is usable three times per day.

Skills: These skills are available to emerald dragons at 1 skill point per rank: Gather Information, Hide, and Swim. These are in addition to the skills noted in the Monster Manual as class skills for all dragons.

Source: Monster Manual II, page 77. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II. Replaced the references to improved invisibility with greater invisibility and removed the reference to amplified invisibility since this power did not translate from the version 3.0 Psionics Handbook to the version 3.5 Expanded Psionics Handbook. Removed the reference to the shield of prudence psionic power since this power no longer exists in any version 3.5 source. It is simply treated here as special quality unique to emerald dragons.

Sapphire Dragon

The statistics block below contains details for more than one age category of this dragon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Sapphire Dragon, Wyrmling
Tiny Dragon (Earth)
Sapphire Dragon, Very young
Small Dragon (Earth)
Sapphire Dragon, Young
Medium Dragon (Earth)
Sapphire Dragon, Juvenile
Medium Dragon (Earth)
Sapphire Dragon, Young adult
Large Dragon (Earth)
Sapphire Dragon, Adult
Large Dragon (Earth)
Sapphire Dragon, Mature adult
Huge Dragon (Earth)
Sapphire Dragon, Old
Huge Dragon (Earth)
Sapphire Dragon, Very Old
Huge Dragon (Earth)
Sapphire Dragon, Ancient
Huge Dragon (Earth)
Sapphire Dragon, Wyrm
Gargantuan Dragon (Water)
Sapphire Dragon, Great Wyrm
Gargantuan Dragon (Earth)
Hit Dice: 5d12+5 (37) 8d12+8 (60) 11d12+22 (93) 14d12+28 (119) 17d12+51 (161) 20d12+80 (210) 23d12+115 (264) 26d12+130 (299) 29d12+174 (362) 32d12+192 (400) 35d12+245 (472) 38d12+304 (551)
Initiative: +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6
Speed: 40 ft., fly 100 ft. (average), burrow 15 ft., swim 10 ft. 40 ft., fly 100 ft. (average), burrow 15 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 10 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 10 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 10 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 10 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 10 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 10 ft.
Armor Class: 16 (+2 size, +3 natural, +1 Dex), touch 13, flat-footed 15 18 (+1 size, +6 natural, +1 Dex), touch 12, flat-footed 17 21 (+9 natural, +2 Dex), touch 12, flat-footed 19 24 (+12 natural, +2 Dex), touch 12, flat-footed 22 27 (–⁠1 size, +15 natural, +3 Dex), touch 12, flat-footed 24 30 (–⁠1 size, +18 natural, +3 Dex), touch 12, flat-footed 27 32 (–⁠2 size, +20 natural, +4 Dex), touch 12, flat-footed 28 35 (–⁠2 size, +23 natural, +4 Dex), touch 12, flat-footed 31 39 (–⁠2 size, +26 natural, +5 Dex), touch 13, flat-footed 34 42 (–⁠2 size, +29 natural, +5 Dex), touch 13, flat-footed 37 44 (–⁠4 size, +32 natural, +6 Dex), touch 12, flat-footed 38 47 (–⁠4 size, +35 natural, +6 Dex), touch 12, flat-footed 41
Base Attack/Grapple: +5/–⁠3 +8/+5 +11/+13 +14/+17 +17/+25 +20/+30 +23/+39 +26/+43 +29/+47 +32/+51 +35/+59 +38/+63
Attack: Bite +7 melee (1d4) Bite +10 melee (1d6+1) Bite +13 melee (1d8+2) Bite +17 melee (1d8+3) Bite +20 melee (2d6+4) Bite +25 melee (2d6+6) Bite +29 melee (2d8+8) Bite +33 melee (2d8+9) Bite +37 melee (2d8+10) Bite +41 melee (2d8+11) Bite +43 melee (4d6+12) Bite +47 melee (4d6+13)
Full Attack: Bite +7 melee (1d4) and 2 claws +2 melee (1d3) Bite +10 melee (1d6+1) and 2 claws +5 melee (1d4) Bite +13 melee (1d8+2), 2 claws +8 melee (1d6+1), and 2 wings +8 melee (1d4+1) Bite +17 melee (1d8+3), 2 claws +12 melee (1d6+1), and 2 wings +12 melee (1d4+1) Bite +20 melee (2d6+4), 2 claws +15 melee (1d8+2), 2 wings +15 melee (1d6+2), and tail slap +15 melee (1d8+6) Bite +25 melee (2d6+6), 2 claws +20 melee (1d8+3), 2 wings +20 melee (1d6+3), and tail slap +20 melee (1d8+9) Bite +29 melee (2d8+8), 2 claws +24 melee (2d6+4), 2 wings +24 melee (1d8+4), and tail slap +24 melee (2d6+12) Bite +33 melee (2d8+9), 2 claws +28 melee (2d6+4), 2 wings +28 melee (1d8+4), and tail slap +28 melee (2d6+13) Bite +37 melee (2d8+10), 2 claws +32 melee (2d6+5), 2 wings +32 melee (1d8+5), and tail slap +32 melee (2d6+15) Bite +41 melee (2d8+11), 2 claws +36 melee (2d6+5), 2 wings +36 melee (1d8+5), and tail slap +36 melee (2d6+16) Bite +43 melee (4d6+12), 2 claws +38 melee (2d8+6), 2 wings +38 melee (2d6+6), and tail slap +38 melee (2d8+18) Bite +47 melee (4d6+13), 2 claws +42 melee (2d8+6), 2 wings +42 melee (2d6+6), and tail slap +42 melee (2d8+19)
Space/Reach: 2½ ft./0 ft. (5 ft. with bite) 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. (10 ft. with bite) 10 ft./5 ft. (10 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite)
Special Attacks: Breath weapon (15 ft. cone of sound, 2d4, DC 13) Breath weapon (20 ft. cone of sound, 4d4, DC 15) Breath weapon (30 ft. cone of sound, 6d4, DC 17), spells (CL 1) Breath weapon (30 ft. cone of sound, 8d4, DC 19), spells (CL 3) Breath weapon (40 ft. cone of sound, 10d4, DC 21), frightful presence (DC 21), spells (CL 5) Breath weapon (40 ft. cone of sound, 12d4, DC 24), frightful presence (DC 23), spells (CL 7) Breath weapon (50 ft. cone of sound, 14d4, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 25), spells (CL 9) Breath weapon (50 ft. cone of sound, 16d4, DC 28), crush 2d8+13 (DC 28), frightful presence (DC 27), spells (CL 11) Breath weapon (50 ft. cone of sound, 18d4, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 29), spells (CL 13) Breath weapon (50 ft. cone of sound, 20d4, DC 32), crush 2d8+16 (DC 32), frightful presence (DC 31), spells (CL 15) Breath weapon (60 ft. cone of sound, 22d4, DC 34), crush 4d6+18 (DC 34), frightful presence (DC 33), spells (CL 17), tail sweep 2d6+18 (DC 34) Breath weapon (60 ft. cone of sound, 24d4, DC 37), crush 4d6+19 (DC 37), frightful presence (DC 35), spells (CL 19), tail sweep 2d6+19 (DC 37)
Special Qualities: Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, spider climb Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, spider climb Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, spider climb Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, spider climb Damage reduction 5/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, spider climb Damage reduction 5/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, skate, spider climb, stone shape Damage reduction 10/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, skate, spider climb, stone shape Damage reduction 10/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, skate, spider climb, stone shape, teleport Damage reduction 15/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, skate, spider climb, stone shape, teleport Damage reduction 15/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, skate, spider climb, stone shape, teleport, wall of stone Damage reduction 20/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, sense psychoportation, skate, spider climb, stone shape, teleport, wall of stone Damage reduction 20/magic, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, move earth, sense psychoportation, skate, spider climb, stone shape, teleport, wall of stone
Saves: Fort +5, Ref +5, Will +5 Fort +7, Ref +7, Will +7 Fort +9, Ref +9, Will +9 Fort +11, Ref +11, Will +11 Fort +13, Ref +13, Will +13 Fort +16, Ref +15, Will +15 Fort +18, Ref +17, Will +17 Fort +20, Ref +19, Will +19 Fort +22, Ref +21, Will +21 Fort +24, Ref +23, Will +23 Fort +26, Ref +25, Will +25 Fort +29, Ref +27, Will +27
Abilities: Str 11, Dex 12, Con 13, Int 12, Wis 13, Cha 12 Str 13, Dex 12, Con 13, Int 12, Wis 13, Cha 12 Str 15, Dex 14, Con 15, Int 14, Wis 15, Cha 14 Str 17, Dex 14, Con 15, Int 14, Wis 15, Cha 14 Str 19, Dex 16, Con 17, Int 16, Wis 17, Cha 16 Str 23, Dex 16, Con 19, Int 16, Wis 17, Cha 16 Str 27, Dex 18, Con 21, Int 18, Wis 19, Cha 18 Str 29, Dex 18, Con 21, Int 18, Wis 19, Cha 18 Str 31, Dex 20, Con 23, Int 20, Wis 21, Cha 20 Str 33, Dex 20, Con 23, Int 20, Wis 21, Cha 20 Str 35, Dex 22, Con 25, Int 22, Wis 23, Cha 22 Str 37, Dex 22, Con 27, Int 22, Wis 23, Cha 22
Skills: 35 skill points, 8 ranks max.; see Skills. 56 skill points, 11 ranks max.; see Skills. 88 skill points, 14 ranks max.; see Skills. 112 skill points, 17 ranks max.; see Skills. 153 skill points, 20 ranks max.; see Skills. 180 skill points, 23 ranks max.; see Skills. 230 skill points, 26 ranks max.; see Skills. 260 skill points, 29 ranks max.; see Skills. 319 skill points, 32 ranks max.; see Skills. 352 skill points, 35 ranks max.; see Skills. 420 skill points, 38 ranks max.; see Skills. 456 skill points, 41 ranks max.; see Skills.
Feats: 2 feats; see Dragon Feats. 3 feats; see Dragon Feats. 4 feats; see Dragon Feats. 5 feats; see Dragon Feats. 6 feats; see Dragon Feats. 7 feats; see Dragon Feats. 8 feats; see Dragon Feats. 9 feats; see Dragon Feats. 10 feats; see Dragon Feats. 11 feats; see Dragon Feats. 12 feats; see Dragon Feats. 13 feats; see Dragon Feats.
Environment: Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground Inner Planes, underground
Organization: Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: 3 5 7 9 11 14 16 19 20 21 23 25
Treasure: Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard
Alignment: Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral
Advancement: 6–7 HD (Tiny) 9–10 HD (Small) 12–13 HD (Medium) 15–16 HD (Medium) 18–19 HD (Large) 21–22 HD (Large) 24–25 HD (Huge) 27–28 HD (Huge) 30–31 HD (Huge) 33–34 HD (Huge) 36–37 HD (Gargantuan) 39+ HD (Gargantuan)
Level Adjustment: +2 +3 +4 +4
  1. Bite reach is treated as if a dragon is one size larger; see Space/Reach. Feat attack modifiers are not included; adjust after selecting them.

WyrmlingVery youngYoungJuvenileYoung adultAdultMature adultOldVery oldAncientWyrmGreat wyrm

Sapphire dragons are quite territorial, particularly when it comes to other dragons that encroach on their territories, either on the Elemental Plane of Earth, or in the areas of the Material Plane that they call their own.

Sapphire dragons tend to be antisocial toward all beings, but they view the evil races of the Underdark as particular enemies and sometimes come into direct conflict with them over underground territory. These dragons don’t go in for small talk unless the discussion revolves around military strategy, a subject on which they consider themselves experts, if not geniuses. In fact, a sapphire dragon may forgive visitors their presence if they offer it a game of strategy. Of course, it is never wise to let the dragon lose.

A sapphire dragon’s scales range from light to dark blue in color, and they scintillate in any light, creating a cascade of ghostly glints on the walls of the caverns in which these creatures often lair. Unlike the scales of other gem dragons, those of a sapphire dragon do not change as the creature ages. Its pupils fade with time, however, so by the time it becomes a great wyrm, its eyes are featureless, glowing, sapphire orbs.

Sapphire dragons love the Elemental Plane of Earth, but they also like to lair in deep, dry, rocky caverns on the Material Plane. The typical sapphire dragon uses move earth and stone shape to hide the entrance to its lair. Inside, it spreads out its treasures through several chambers, arranging them in a somewhat decorative manner. Drow, illithid, and aboleth trophies are often prominently displayed to remind the dragon of its past victories over its enemies. A sapphire dragon often allows Large monstrous spiders to roam its lair, but only as a handy source of food. To keep such creatures close, the dragon also frequently allows their favorite prey species to inhabit portions of its lair.

Combat

A sapphire dragon uses its spider climb and teleport abilities to confuse its opponents and try to catch them flat-footed. It also uses its skate ability to enhance its own movement or push heavy objects down slopes at its enemies. It enjoys panicking creatures with its breath weapon, then using its skate ability to facilitate their departure.

Breath Weapon (Su): A sapphire dragon breathes a cone of nearly inaudible sonic energy. In addition to making a Reflex saving throw against sonic damage, each creature within the cone must succeed at a Will save (same DC) or become panicked for 1d4 rounds.

Spider Climb (Ex): A sapphire dragon can climb on stone surfaces as though using the spider climb spell. This ability is always active.

Sense Psychoportation (Su): The dragon can sense the use of any power or spell that enhances movement or allows instant transit from one place to another. This ability is always active, and it functions at a range of 100 feet + 10 feet per caster level of the detected power or spell. The dragon does not need a line of sight; it is instantly aware of the distance and direction to the detected power. (When using the Expanded Psionics Handbook, replace this ability with the sense psychoportation psionic power.)

Skate (Sp): This ability allows the sapphire dragon, another willing creature, or an unattended object to slide along any solid surface with no friction. An intelligent creature can control its movement by thought alone, skating, turning, or stopping as desired. The subject’s base speed is its normal speed + 15 feet. The subject can move up or down inclines that he or she could otherwise walk on, but skating upward reduces speed to normal, while skating downward adds 30 feet (instead of 15) to the skater’s speed. An object under the influence of the skate effect can be dragged across the ground as if it weighed only one-tenth its normal weight. This ability is usable three times per day. (When using the Expanded Psionics Handbook, replace this ability with the skate psionic power.)

Spell-Like Abilities: 2/day⁠—​stone shape; 1/day⁠—​move earth, wall of stone. These abilities become available at different age categories; see the Special Qualities entry above. Caster level varies by age; save DC 10 + dragon’s Charisma modifier + spell level.

Psionics (Sp): 1/day⁠—​teleport. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level.

Attack/Defense Modes: id insinuation, ego whip/thought shield, empty mind. A sapphire dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychoportation as its primary discipline.

Skills: Climb, Jump, and Move Silently are class skills for sapphire dragons. These are in addition to the skills considered as class skills for all dragons. If the Expanded Psionics Handbook is used, psionic skills (see page 35) are also class skills for sapphire dragons.

Source: Monster Manual II, page 84. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.

Topaz Dragon

The statistics block below contains details for more than one age category of this dragon. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Topaz Dragon, Wyrmling
Small Dragon (Water)
Topaz Dragon, Very young
Medium Dragon (Water)
Topaz Dragon, Young
Medium Dragon (Water)
Topaz Dragon, Juvenile
Large Dragon (Water)
Topaz Dragon, Young adult
Large Dragon (Water)
Topaz Dragon, Adult
Huge Dragon (Water)
Topaz Dragon, Mature adult
Huge Dragon (Water)
Topaz Dragon, Old
Huge Dragon (Water)
Topaz Dragon, Very Old
Huge Dragon (Water)
Topaz Dragon, Ancient
Gargantuan Dragon (Water)
Topaz Dragon, Wyrm
Gargantuan Dragon (Water)
Topaz Dragon, Great Wyrm
Colossal Dragon (Water)
Hit Dice: 7d12+7 (52) 10d12+20 (85) 13d12+26 (110) 16d12+48 (152) 19d12+76 (199) 22d12+110 (253) 25d12+125 (287) 28d12+168 (350) 31d12+186 (387) 34d12+238 (459) 37d12+333 (573) 40d12+400 (660)
Initiative: +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Speed: 40 ft., fly 100 ft. (average), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 150 ft. (poor), burrow 5 ft., swim 60 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft. 40 ft., fly 200 ft. (clumsy), burrow 5 ft., swim 60 ft.
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17 19 (+9 natural), touch 10, flat-footed 19 22 (+12 natural), touch 10, flat-footed 22 24 (–⁠1 size, +15 natural), touch 9, flat-footed 24 27 (–⁠1 size, +18 natural), touch 9, flat-footed 27 29 (–⁠2 size, +21 natural), touch 8, flat-footed 29 32 (–⁠2 size, +24 natural), touch 8, flat-footed 32 35 (–⁠2 size, +27 natural), touch 8, flat-footed 35 38 (–⁠2 size, +30 natural), touch 8, flat-footed 38 39 (–⁠4 size, +33 natural), touch 6, flat-footed 39 42 (–⁠4 size, +36 natural), touch 6, flat-footed 42 41 (–⁠8 size, +39 natural), touch 2, flat-footed 41
Base Attack/Grapple: +7/+4 +10/+12 +13/+16 +16/+24 +19/+29 +22/+38 +25/+42 +28/+46 +31/+50 +34/+58 +37/+63 +40/+72
Attack: Bite +9 melee (1d6+1) Bite +12 melee (1d8+2) Bite +16 melee (1d8+3) Bite +19 melee (2d6+4) Bite +24 melee (2d6+6) Bite +28 melee (2d8+8) Bite +32 melee (2d8+9) Bite +36 melee (2d8+10) Bite +40 melee (2d8+11) Bite +42 melee (4d6+12) Bite +47 melee (4d6+14) Bite +48 melee (4d8+16)
Full Attack: Bite +9 melee (1d6+1) and 2 claws +4 melee (1d4) Bite +12 melee (1d8+2), 2 claws +7 melee (1d6+1), and 2 wings +7 melee (1d4+1) Bite +16 melee (1d8+3), 2 claws +11 melee (1d6+1), and 2 wings +11 melee (1d4+1) Bite +19 melee (2d6+4), 2 claws +14 melee (1d8+2), 2 wings +14 melee (1d6+2), and tail slap +14 melee (1d8+6) Bite +24 melee (2d6+6), 2 claws +19 melee (1d8+3), 2 wings +19 melee (1d6+3), and tail slap +19 melee (1d8+9) Bite +28 melee (2d8+8), 2 claws +23 melee (2d6+4), 2 wings +23 melee (1d8+4), and tail slap +23 melee (2d6+12) Bite +32 melee (2d8+9), 2 claws +27 melee (2d6+4), 2 wings +27 melee (1d8+4), and tail slap +27 melee (2d6+13) Bite +36 melee (2d8+10), 2 claws +31 melee (2d6+5), 2 wings +31 melee (1d8+5), and tail slap +31 melee (2d6+15) Bite +40 melee (2d8+11), 2 claws +35 melee (2d6+5), 2 wings +35 melee (1d8+5), and tail slap +35 melee (2d6+16) Bite +42 melee (4d6+12), 2 claws +37 melee (2d8+6), 2 wings +37 melee (2d6+6), and tail slap +37 melee (2d8+18) Bite +47 melee (4d6+14), 2 claws +42 melee (2d8+7), 2 wings +42 melee (2d6+7), and tail slap +42 melee (2d8+21) Bite +48 melee (4d8+16), 2 claws +43 melee (4d6+8), 2 wings +43 melee (2d8+8), and tail slap +43 melee (4d6+24)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. (10 ft. with bite) 10 ft./5 ft. (10 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 15 ft./10 ft. (15 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 20 ft./15 ft. (20 ft. with bite) 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon (20 ft. cone of dehydration, 2d8, DC 14) Breath weapon (30 ft. cone of dehydration, 4d8, DC 17) Breath weapon (30 ft. cone of dehydration, 6d8, DC 18) Breath weapon (40 ft. cone of dehydration, 8d8, DC 21), spells (CL 3) Breath weapon (40 ft. cone of dehydration, 10d8, DC 23), frightful presence (DC 23), spells (CL 5) Breath weapon (50 ft. cone of dehydration, 12d8, DC 26), crush 2d8+12 (DC 26), frightful presence (DC 26), spells (CL 7) Breath weapon (50 ft. cone of dehydration, 14d8, DC 27), crush 2d8+13 (DC 27), frightful presence (DC 27), spells (CL 9) Breath weapon (50 ft. cone of dehydration, 16d8, DC 30), crush 2d8+15 (DC 30), frightful presence (DC 30), spells (CL 11) Breath weapon (50 ft. cone of dehydration, 18d8, DC 31), crush 2d8+16 (DC 31), frightful presence (DC 32), spells (CL 13) Breath weapon (60 ft. cone of dehydration, 20d8, DC 34), crush 4d6+18 (DC 34), frightful presence (DC 35), spells (CL 15), tail sweep 2d6+18 (DC 34) Breath weapon (60 ft. cone of dehydration, 22d8, DC 37), crush 4d6+21 (DC 37), frightful presence (DC 37), spells (CL 17), tail sweep 2d6+21 (DC 37) Breath weapon (70 ft. cone of dehydration, 24d8, DC 40), crush 4d8+24 (DC 40), frightful presence (DC 40), spells (CL 19), tail sweep 2d8+24 (DC 40)
Special Qualities: Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Feather fall, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Damage reduction 5/magic, feather fall, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Damage reduction 5/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Damage reduction 10/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Control winds, damage reduction 10/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Control winds, damage reduction 15/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Control weather, Control winds, damage reduction 15/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Control weather, Control winds, damage reduction 20/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, water breathing Control weather, Control winds, damage reduction 20/magic, feather fall, fog cloud, immunity to electricity, paralysis, and sleep effects, planar travel, resistance to fire 15, shapechange, water breathing
Saves: Fort +6, Ref +5, Will +7 Fort +9, Ref +7, Will +9 Fort +10, Ref +8, Will +11 Fort +13, Ref +10, Will +14 Fort +15, Ref +11, Will +15 Fort +18, Ref +13, Will +18 Fort +19, Ref +14, Will +19 Fort +22, Ref +16, Will +22 Fort +23, Ref +17, Will +24 Fort +26, Ref +19, Will +27 Fort +29, Ref +20, Will +29 Fort +32, Ref +22, Will +32
Abilities: Str 13, Dex 10, Con 13, Int 14, Wis 15, Cha 14 Str 15, Dex 10, Con 15, Int 14, Wis 15, Cha 14 Str 17, Dex 10, Con 15, Int 16, Wis 17, Cha 16 Str 19, Dex 10, Con 17, Int 18, Wis 19, Cha 18 Str 23, Dex 10, Con 19, Int 18, Wis 19, Cha 18 Str 27, Dex 10, Con 21, Int 20, Wis 21, Cha 20 Str 29, Dex 10, Con 21, Int 20, Wis 21, Cha 20 Str 31, Dex 10, Con 23, Int 22, Wis 23, Cha 22 Str 33, Dex 10, Con 23, Int 24, Wis 25, Cha 24 Str 35, Dex 10, Con 25, Int 26, Wis 27, Cha 26 Str 39, Dex 10, Con 29, Int 28, Wis 29, Cha 28 Str 43, Dex 10, Con 31, Int 30, Wis 31, Cha 30
Skills: 56 skill points, 10 ranks max.; see Skills. 80 skill points, 13 ranks max.; see Skills. 117 skill points, 16 ranks max.; see Skills. 160 skill points, 19 ranks max.; see Skills. 190 skill points, 22 ranks max.; see Skills. 242 skill points, 25 ranks max.; see Skills. 275 skill points, 28 ranks max.; see Skills. 336 skill points, 31 ranks max.; see Skills. 403 skill points, 34 ranks max.; see Skills. 476 skill points, 37 ranks max.; see Skills. 555 skill points, 40 ranks max.; see Skills. 640 skill points, 43 ranks max.; see Skills.
Feats: 3 feats; see Dragon Feats. 4 feats; see Dragon Feats. 5 feats; see Dragon Feats. 6 feats; see Dragon Feats. 7 feats; see Dragon Feats. 8 feats; see Dragon Feats. 9 feats; see Dragon Feats. 10 feats; see Dragon Feats. 11 feats; see Dragon Feats. 12 feats; see Dragon Feats. 13 feats; see Dragon Feats. 14 feats; see Dragon Feats.
Environment: Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic Inner Planes, any aquatic
Organization: Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary or clutch (2–5) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring) Solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: 4 5 7 10 13 15 18 20 21 23 24 26
Treasure: Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard Double standard
Alignment: Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral Always chaotic neutral
Advancement: 8–9 HD (Small) 11–12 HD (Medium) 14–15 HD (Medium) 17–18 HD (Large) 20–21 HD (Large) 23–24 HD (Huge) 26–27 HD (Huge) 29–30 HD (Huge) 32–33 HD (Huge) 35–36 HD (Gargantuan) 38–39 HD (Gargantuan) 41+ HD (Colossal)
Level Adjustment: +4 +4 +5
  1. Bite reach is treated as if a dragon is one size larger; see Space/Reach. Feat attack modifiers are not included; adjust after selecting them.

WyrmlingVery youngYoungJuvenileYoung adultAdultMature adultOldVery oldAncientWyrmGreat wyrm

Topaz dragons tend to be unfriendly and selfish. Though they are not malevolent, their erratic behavior makes any dealings with them unpleasant and dangerous.

A topaz wyrmling’s scales are dull yellow with orange highlights. As it ages, its color slowly brightens until its individual scales become scarcely visible. From a distance, the creature looks as if it had been sculpted from pure topaz. A topaz dragon’s pupils fade as it ages, so by the time it becomes a great wyrm, its eyes resemble glowing orbs of fire.

Topaz dragons spend most of their time on the Elemental Plane of Water. During their brief forays onto the Material Plane, they lair on secluded beaches or caves below the waterline. Even on the Elemental Plane of Water, however, topaz dragons keep their lairs completely dry.

These dragons love to lounge on outcroppings that are lashed by waves and wind-blasted sea spray. Of course, such vantages also allow them to spot passing prey, such as sharks and large squids. Because they inhabit similar territories, topaz dragons and bronze dragons often come into conflict. Duels between the two are always furious and deadly.

Combat

Topaz dragons generally dislike intruders, but they prefer to begin any potential confrontation with conversation. They quickly attack intruders who prove either hostile or boring.

When outdoors, a topaz dragon prefers to express its displeasure first through its wind and weather control abilities, then with physical attacks. Indoors, it usually leads off with its breath weapon.

Breath Weapon (Su): A topaz dragon breathes a cone of dehydration that looks like a watery blast. When directed against an aqueous liquid (water or a liquid composed mainly of water), this effect evaporates one cubic foot of water per hit point of damage dealt. Each creature within the cone takes the indicated damage, or half that amount with a successful Reflex save.

Water Breathing (Ex): Topaz dragons breathe water as readily as air.

Spell-Like Abilities: 3/day⁠—​control winds, fog cloud; 1/day⁠—​control weather. Caster level varies by age; save DC 10 + dragon’s Charisma modifier + spell level. (When using the Expanded Psionics Handbook, replace control winds with the control air psionic power.)

Psionics (Sp): 3/day—shapechange; 2/day—feather fall. Caster (or manifester) level varies by age; save DC 10 + dragon’s Charisma modifier + spell (or power) level.

Attack/Defense Modes: mind thrust, ego whip/thought shield, mental barrier. A topaz dragon manifests powers, and gains additional attack and defense modes, as if it were a psion with Psychometabolism as its primary discipline.

Skills: Hide, Survival, and Swim are class skills for topaz dragons. These are in addition to the skills considered as class skills for all dragons. If the Expanded Psionics Handbook is used, psionic skills (see page 35) are also class skills for topaz dragons.

Source: Monster Manual II, page 77. These creatures’ statistics blocks have been updated to version 3.5 as given in the D&D® V.3.5 Accessory Update for Monster Manual II.