Author Topic: Purple dragon in abazigal fight  (Read 4164 times)

andijvieschotel

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Purple dragon in abazigal fight
« on: January 12, 2003, 12:14:06 PM »
I do own a copy of the 3ed monster manual but I can't find the purple dragon in there. I think he has psionic powers, but that's about all I know. Can anybody out here tell me the stats or direct me to a site where I can find them?

thx in advance.                    

Althernai

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Purple dragon in abazigal fight
« Reply #1 on: January 12, 2003, 07:42:59 PM »
From the Bioware boards:

Quote
Posted 01/12/03 23:45:21 (GMT) by Cuvieronius

Tamah is an Amythyst Dragon... there is plenty of info on them in the MM.

Cuv
                   

Kish

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Purple dragon in abazigal fight
« Reply #2 on: January 12, 2003, 07:59:35 PM »
Amethyst dragons are in the MM2, I believe.  Only the ten "standard" dragons are in the MM1.                    

Caedwyr

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Purple dragon in abazigal fight
« Reply #3 on: January 12, 2003, 09:44:00 PM »
Here is the info on the amethyst dragon from the 2nd edition Monstrous Manual

Dragon, Gem Amethyst Dragon
CLIMATE/TERRAIN: Temperate and cold mountain lakes
FREQUENCY: Very rare
ORGANIZATION: Solitary or clan
ACTIVITY CYCLE: Any
DIET: Special
INTELLIGENCE: Genius (17-18)
TREASURE: Special
ALIGNMENT: Neutral
NO. APPEARING: 1 (2-5)
ARMOR CLASS: -4 (base)
MOVEMENT: 12, Fl 40 ©, Sw 12
HIT DICE: 14 (base)
THAC0: 7 (base)
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-10/1-10/5-30
SPECIAL ATTACKS: Variable
SPECIAL DEFENSES: Variable
MAGIC RESISTANCE: Variable
SIZE: G (30' base)
MORALE: Fanatic (17-18)
XP VALUE: Variable

Amethyst dragons are wise and regal, with a detached air, and ignore what they consider
to be petty squabbles between good and evil, law and chaos. When hatched, amethyst
dragons have lavender skin with small scales of a light, translucent purple. As they grow
older, the scales gradually darken. Adults are a sparkling lavender in color.

Amethyst dragons speak their own tongue and the tongue common to all gem dragons,
and 18% of hatchling amethyst dragons have an ability to communicate with any
intelligent creature. The chance to possess this ability increases 5% per age category of
the dragon.

Combat: Amethyst dragons prefer talking over combat. If parleying goes badly, the
dragon attacks first with its breath weapon, then with psionics and spells. They never hide
or attempt ambush. Amethyst dragons consider retreat dishonorable, but do so if faced
with death.

Breath weapon/special abilities: An amethyst dragon's breath weapon is a faceted,
violet lozenge, which it can spit into the midst of enemies, up to 75 feet away. The
lozenge explodes with concussive force, causing the indicated damage to all creatures
within 60' of the impact (save vs. breath weapon for half damage). In addition, all
creatures size huge and smaller must save vs. paralyzation or be knocked down. Any
creature taking damage from the blast has a 50% chance of being knocked unconscious
for one round per age level of the dragon, plus 1d8 rounds. An amethyst dragon casts
spells and uses its magical abilities at 9th level, plus its combat modifier.

Amethyst dragons are born with an innate water breathing ability and an immunity to
poisons. They are also immune to force attacks and effects, such as those from beads of
force, Bigby's hand spells, wall of force, and Otiluke's resilient sphere. As they age, they
gain the following additional powers: Young: water walking six times a day. Juvenile:
neutralize poison six times a day. Adult: shape change, as a druid, into a reptile, bird, or
mammal, three times a day, with each form usable only once per day. Old: otiluke's
resilient sphere three times a day. Very old: reflecting pool once a day. Venerable:
control weather once a day.

Psionics Summary:
Level Dis/Sci/Dev Attack/Defense Score PSPs
= HD 3/3/5 PB,EW,PsC/M-,TS,TW = Int 250

Common powers (most amethyst dragons prefer psychokinetic powers and many choose
psychometabolism as an additional discipline):

Psychokinesis - Sciences: detonate, project force, telekinesis. Devotions: control body,
inertial barrier, molecular agitation.
Psychometabolism - Sciences: complete healing, energy containment, metamorphosis.
Devotions: cell adjustment, expansion, reduction.
Telepathy - Sciences: domination, mindlink, mindwipe. Devotions: contact, ESP,
identity penetration, truthear.
Metapsionics - Sciences: empower, psychic surgery, ultrablast. Devotions: magnify,
psionic sense, psychic drain.
Habitat/Society: Amethyst dragons live on the shores of isolated mountain lakes and
pools, some in caves beneath the water. They are good parents, but believe their young
should fend for themselves as soon as they become young adults. Amethyst dragons
dislike red and white dragons, and consider silver and copper dragons to be foolish.
Ecology: Amethyst dragons prefer to eat fish and a large number of gems. They are not
inherently enemies with any life form.
Body Tail Breath Spells Treas. XP
Age Lgt. (') Lgt. (') AC Weapon Wizard/Priest MR Type Value
1 2-10 4-10 -1 2d8+1 Nil Nil Nil 4,000
2 10-18 10-16 -2 4d8+2 Nil Nil Nil 6,000
3 18-28 16-26 -3 6d8+3 Nil Nil Nil 7,000
4 28-38 26-36 -4 8d8+4 Nil/1 Nil H, U, T 9,000
5 38-53 36-46 -5 10d8+5 1/1 25% H, Ux2, T 10,000
6 53-68 46-56 -6 12d8+6 1/2 1 30% H, Ux3, Tx2 12,000
7 68-80 56-66 -7 14d8+7 1 1/2 1 1 35% H, Ux4, Tx2 13,000
8 80-92 66-76 -8 16d8+8 2 1/2 2 1 1 40% H, Ux6, Tx3 15,000
9 92-102 76-82 -9 18d8+9 2 1 1/2 2 2 1 1 45% H, Ux8, Tx3 17,000
10 102-112 82-88 -10 20d8+10 2 2 1 1/2 2 2 2 1 1 50% H, Ux10, Tx4 19,000
11 112-122 88-94 -11 22d8+11 2 2 2 2 1/2 2 2 2 2 1 55% H, Ux13, Tx4 20,000
12 122-132 94-100 -12 24d8+12 2 2 2 2 2 2/2 2 2 2 2 2 60% H, Ux16, Tx5 21,000



Here is the basic dragon species info



Dragon, General
Dragons are an ancient, winged reptilian race. They are known and feared for their size,
physical prowess, and magical abilities. The oldest dragons are among the most powerful
creatures in the world. Most dragons are identified by the color of their scales.
There are many know subspecies of dragons, several of which fall into three
broad categories: chromatic, gem, and metallic dragons. Chromatic dragons include
black, blue, green, red, and white dragons; all are extremely evil and are feared by most.
The metallic dragons are the brass, bronze, copper, gold, and silver dragons; these are
noble and good, highly respected by wise people.
The gem dragons are the amethyst, crystal, emerald, sapphire, and topaz dragons;
they are neutral with respect to good and evil, and are very charismatic and suave,
masters of persuasion who delight in riddles. Though generally smaller and slower than
other dragons, gem dragons are often wiser and more intelligent, and have other powers
to compensate, like psionics.
In addition to the dragons in these three classifications, there are other dragons
that may at first seem to be members of those categories. For instance, the steel dragon
seems to be a metallic dragon, but has only one breath weapon; while each ``true''
metallic dragon has two. Likewise, the brown dragon seems to be a typical, evil
chromatic dragon; but has no wings, so is not a ``true'' chromatic dragon.
Although all subspecies of dragons are believed to have come from the same roots
tens of thousands of years ago, the present subspecies keep to themselves, working
together only under extreme circumstances, such as a powerful mutual threat. Good
dragons never work with evil dragons, however, though a few neutral dragon specimens
have been known to associate with evil or good dragons. Gold dragons occasionally
associate freely with silver dragons, and emerald dragons are sometimes found with
sapphire dragons.
When evil dragons of different species encounter each other, they usually fight to
protect their territories. While good dragons of different subspecies are more tolerant of
each other, they are also very territorial. They usually try to work out differences in a
peaceful manner. Gem dragons often settle inter-species disputes with riddling contests.
All subspecies of dragons have 12 age categories, and gain more abilities and
greater power as they age. Dragons range in size from several feet upon hatching to more
than 100 feet, after they have attained the status of great wyrm. The exact size varies
according to age and subspecies. A dragon's wingspan is about equal to its body length;
15-20% of a dragon's body length is neck.
Generally, when multiple dragons are encountered they are a mated pair and
young. Mated dragons are always young adults, adults, or mature adults; young dragons
found with their parents are of the young adult stage or younger. To determine the age of
young dragons roll 1d6: 1 = egg; 2 = hatchling; 3 = very young; 4 = young; 5 = juvenile;
6 = young adult.
During the early part of a dragon's young adult stage it leaves its parents, greed
driving it on to start a lair of its own. Sometimes, although rarely, juvenile dragons leave
their parents to start their own lives. As a pair of mated dragons age beyond the mature
adult stage, they split up, independence and the lust for treasure driving them apart. Older
dragons of either sex sometimes raise young, but only on their own -- the other parent
leaves when the eggs are laid.
Dragons, especially older ones, are generally solitary due to necessity and
preference. They distance themselves from civilization, which they consider to be a petty
and foolish mortal invention.
Dragons are fearsome predators, but scavenge when necessary and can eat almost
anything if they are hungry enough. A dragon's metabolism operates like a highly
efficient furnace, making use of 95% of all the food the dragon eats. A dragon can also
metabolize inorganic material, and some dragons have developed a taste for such fare.
Although dragons' goals and ideals vary among subspecies, all dragons are
covetous. They like to hoard wealth, collecting mounds of coins and gathering as many
gems, jewels, and magical items as possible. They find treasure pleasing to look at, and
they bask in the radiance of the magical items. For a dragon, there is never enough
treasure. Those with large hoards are loath to leave them for long, venturing out of their
lairs only to patrol the immediate areas or to get food. Dragons like to make beds of their
treasure, shaping nooks and mounds to fit their bodies. By the time they mature to the
great wyrm stage, hundreds of gems and coins are imbedded in their hides.
Dragon Defenses: A dragon's Armor Class improves as it gets older and the creature
becomes tougher. Old dragons or older dragons are immune to normal missiles; their
gem-encrusted hides deflect arrows and other small projectiles. Large missiles (from
catapults, giants, etc.) and magical missiles affect them normally. Young adult and older
dragons radiate a personal aura that makes them partially resistant to harmful magic. A
dragon's resistance to magic increases as it ages.
Dragon Hide: Dragon skin is prized by armorers with the skill to turn it into shields and
armor, valuable because of its appearance and the protection it affords. Dragon armor
grants its wearer an Armor Class of 4 less than the Armor Class of the dragon it was
taken from, for a minimum Armor Class of 8. For example, armor from a juvenile brass
dragon (AC O) grants its wearer AC 4. Dragon armor is supple and non-bulky, weighing
only 25 pounds.
The scales of gem dragons take on properties of actual gems; they are faceted and
reflect light. They are slightly more brittle than those of other dragons, so armor made
from them requires repair more often.
Dragon armor affords no extra protection, such as resistance to fire or cold,
although the armor can be enchanted to provide such protection. A dragon's resistance to
certain elements is based on its total makeup, not just its skin. Plain dragon armor is
expensive to make, costing 1,000-10,000 gp, based on the workmanship and protection
the armor affords. Dragon skin armor can be enchanted, just as other forms of armor can,
to a maximum of +5.
Dragon shields also offer no additional protection. They are made of stretched
hide over a wooden frame. Such shields weigh 3 pounds (if small) or 8 pounds (if large)
and cost 20-120 or 30-180 gold pieces.
Dragon Senses: All dragons have excellent senses of sight, smell, and hearing. Their
enhanced senses enable them to detect all invisible objects and creatures (including
creatures or items hidden in darkness or fog) within a radius equal to 10 feet times their
age category. All dragons possess a natural clairaudience ability with respect to their
lairs; the range is 20 feet per age category. The dragon must concentrate on a specific
section within its lair or surrounding area to hear what is going on.
Some dragons are able to communicate telepathically with any intelligent
creature. The percentage chance for a dragon to speak is based on its Intelligence and age
category. Refer to individual descriptions for percentages.
Dragon Lairs: All dragon lairs are far from mortal civilization, and they are difficult to
find because the dragons take careful measures to cloak their coming and going. There is
usually little, if any, wildlife around the lairs because neighboring creatures fear the
dragons, and most dragons eat the few creatures that are foolish enough to remain.
When a young adult dragon leaves its parents in search of its own lair, it spends a
few years moving from place to place to find a cave or cavern which best suits its
personality. In most cases, the dragons search for increasingly larger caves which can
easily accommodate them as they grow. Usually by the time a dragon has reached the
mature adult stage, it has selected a large lair it plans to keep for the remainder of its life.
A dragon at this stage has gathered a considerable amount of treasure and is loath to
move it to a different location.
The location and character of dragon lairs vary based on each subspecies; consult
individual dragons for specific information. However, one thing remains constant: any
dragon considers its lair and neighboring areas its domains. A creature which violates or
threatens the lair is threatening the dragon and will be dealt with harshly. Some good
dragons may be more lenient than other subspecies in this matter. All dragons keep their
treasure hidden deep within their lairs, and some dragons create hazardous conditions
within their lain to keep unwary creatures from reaching the treasure.
Dragon Flight: Despite their large size, dragons are graceful and competent fliers; most
are maneuverability class C. This is due partially to their powerful wings, and partially to
the dragon's innate magic. Dragons can climb at half speed and dive at double speed.
A dragon can change direction quickly by executing a wingover maneuver. A
dragon cannot gain altitude during the round it executes a wingover, but it may dive. The
maneuver enables the dragon to make a turn of 120 to 240 degrees regardless of its speed
or size.
Diving dragons can strike with their claws with a +2 bonus to attack rolls.
Dragons diving on land-bound opponents can also strike with both wings, but then must
land immediately after attacking.
When engaging other flying opponents, dragons can either claw or bite, but not
both. An airborne dragon must glide to cast spells (but innate abilities can be used at any
time). A gliding dragon loses 1,000 feet of altitude per round, and its forward speed is
equal to one half its flight speed on the round before it began gliding.
Dragon Table
Age Age (in Hit Die Combat Fear Fear Save
Category 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 801-1,000 +6 +10 40 yards -2 (+2)
11 Wyrm 1,001-1,200 +7 +11 45 yards -3 (+1)
12 Great Wyrm 1,200+ +8 +12 50 yards -4 (0)
Dragon Fear: Dragons can inspire panic or fear. The mere sight of a young adult or
older dragon causes creatures with fewer than 1 Hit Die (as well as all noncarnivorous,
nonaggressive creatures with fewer Hit Dice than the dragon) to automatically flee in
panic for 4d6 rounds.
Trained war mounts, organized military units, and single creatures with 1 Hit Die
or more, but with fewer Hit Dice than the dragon are not panicked, but they may be
stricken with fear if they are within the dragon's fear aura. The aura surrounds attacking
or charging dragons in the specified radius and in a path along the ground directly
beneath a flying dragon whose altitude is 250 feet or less. Creatures not automatically
panicked are entitled to saving throws vs. petrification. Creatures failing their saving
throws are stricken with fear and fight with a -2 penalty to their attack and damage rolls.
The aura increases in size and power based on the age category of the dragon; creatures
subjected to the aura receive a saving throw bonus or a penalty as specified on the
Dragon Table. All creatures with Hit Dice equal to or greater than those of the dragon are
immune to the fear effect.
Gem dragons are not as inherently fearsome as other dragons, so saving throws
against their fear auras receive bonuses; the bonuses appear in parenthesis in the Dragon
Table.
Dragon Hit Die Modifier: Dragon Hit Dice vary between subspecies and are modified
based on age category. Refer to individual dragon entries for the base Hit Dice for each
species, and to the Dragon Table for the modifier based on age. The older a dragon gets,
the more Hit Dice it has. For example, a black dragon has a base of 10 Hit Dice. A
hatchling black dragon subtracts 6 dice, giving it a total of 4. A great wyrm black dragon
adds 8 dice for a total of 18.
Dragons' saving throws are tied to their Hit Dice. Each dragon saves as a fighter
equal in level to the dragon's Hit Dice. For example, a hatchling black dragon saves as a
4th-level fighter, while a great wyrm black dragon saver as an 18th-level fighter.
Dragon Combat Modifier: A dragon's combat modifier varies with age category. The
bonus or penalty applies to damage rolls for each physical attack. It does not apply to a
dragon's breath weapon. The combat modifier is also applied to the dragon's base
spellcasting level (age category), to determine the actual level at which the dragon casts
spells (thus, a great wyrm casts spells at 24th level of ability).
Dragon Attacks: All dragons have a claw/claw/bite attack form and a breath weapon.
The latter can be used once every three rounds. Dragons also employ several other attack
forms which are detailed in the following text. Dragons frequently divide their attacks
between opponents, using the more dangerous attacks, such as the bite, against the foes
they perceive to be the toughest.
A dragon's preferred attacks are usually, in order, breath weapon, magical abilities
(or spells), and physical attacks. A dragon that breathes during a round of combat cannot
also attack physically. Magical abilities (but not spells) can be used in addition to any
attacks, except the breath weapon.
Claws: A dragon can use its claws to attack creatures to its front and sides. If the
dragon kicks with one rear leg, it can attack with only one claw (the other must be used to
maintain balance).
Bite: Because of a dragon's long neck, it can bite creatures to its back and sides.
Snatch: Only young adult and older dragons can snatch. This occurs when a
flying dragon dives and attempts to grab a creature in one of its claws. A creature struck
by this method is taken into the air. There is a 50% chance that a snatched creature has its
arms pinned, and therefore cannot physically attack the dragon. Snatched creatures are
sometimes taken to great heights and dropped. The snatched creature can be squeezed in
the claw for automatic claw damage each round, or transferred to the dragon's mouth (the
transfer requires a successful attack roll). If the transfer succeeds, the victim
automatically suffers bite damage each round; if it fails, the victim is dropped. Dragons
of age old and older can carry a victim in each claw, and they can try to snatch two
victims at once. Wyrms and great wyrms can carry three victims, but one of the first two
snatched must be transferred from claw to mouth before the third can be snatched.
A dragon can snatch creatures two or more size categories smaller than itself. For
example, a dragon that is 45' long is a Gargantuan creature, so the biggest creature it can
snatch is a Large one (12' long).
Plummet: If the DM chooses to allow plummets, an airborne dragon, or a dragon
jumping and descending from at least 30 feet above a target, can land on a victim. The
dragon crushes and pins opponents using its claws and tail, inflicting damage equal to its
bite. The dragon can crush as many creatures as its combat modifier. The dragon rolls a
separate attack against each creature affected. Creatures that are missed are assumed to
have escaped. Creatures that are crushed must roll successful saving throws vs.
petrification or be pinned under the dragon, automatically suffering crushing damage
during the next round unless the dragon moves off them. If the dragon chooses to
maintain the pin, the victims must roll successful saving throws vs. petrification to get
free. The dragon's combat modifier applies as a penalty to all saving throw vs. the crush.
A dragon cannot take any other actions when plummeting or pinning.
Kick: Any dragon can kick creatures attacking it from behind. A kick delivers
claw damage, and creatures struck must roll their Dexterity or less on 1d20 or be kicked
back 1d6 feet,+1 foot per age category of the dragon. Those knocked back must make
successful saving throws vs. petrification (adjusted by the dragon's combat modifier) or
fall. If the dragon attacks with one claw, it can kick with only one hind leg (the other
must be used for balance). It cannot slap its tail while kicking.
Wing Buffet: Young adult and older dragons can employ their wings in combat;
targets must be at the dragon's sides. The damage inflicted is the same as a claw attack,
and creatures struck must roll their Dexterity or less on 1d20 or be knocked prone.
Tail Slap: Adult and older dragons can use their tails to attack creatures to their
rear and sides. A tail attack inflicts the same damage as two claw attacks and affects as
many targets as the dragon's age category. The dragon rolls a separate attack against each
creature. Creatures struck must roll successful saving throws vs. petrification (adjusted by
the dragon's combat modifier) or be stunned for 1d4+1 minutes. A tail slap can smash a
light wooden structure and even damage a cube of force (one charge per two points of
combat modifier, round down).
Stall: Any dragon flying near the ground can halt its forward motion and hover
for one round; it must land immediately thereafter. Once stopped, the dragon can attack
with its bite and all four legs. It can use its breath weapon instead, but this rarely happens
since dragons can breathe on the wing. If a dragon stalls in an area with lots of trees or
loose earth, the draft from its wings creates a dust cloud with the same radius as its fear
aura. Creatures within the cloud are blinded, and no spell casting is possible. The dust
lasts for one round.
Spells: Dragons learn spells haphazardly over the years. The DM should
randomly determine which spells any particular dragon knows. The dragon can cast each
spell once per day, unless random determination indicates the same spell more than once,
in which case the dragon can cast it more than once a day. Dragons to not use spell books
or pray to deities; they simply sleep, concentrate when they awaken, and remember their
spells. Dragon spells have only a verbal component; the spells have a casting time of 1,
regardless of level. Dragons cannot physically attack, use their breath weapon, use their
magical abilities, or fly (except to glide) while casting a spell.




Hopefully that will help you.




                   

andijvieschotel

  • Guest
Purple dragon in abazigal fight
« Reply #4 on: January 13, 2003, 03:25:14 PM »
Yeah, thx a lot Caedwyr, I can't even find the amethyst dragon in the 3ed MM. Thx.
I hope you don't mind me copying this info to the Bioware boards where someone asked the same question. Will tell them it was you of course.                    



[!--EDIT|andijvieschotel|Jan 13 2003, 11:26 PM--]

Caedwyr

  • Guest
Purple dragon in abazigal fight
« Reply #5 on: January 13, 2003, 08:36:27 PM »
Not at all, glad I could help.                    

Totte

  • Guest
Purple dragon in abazigal fight
« Reply #6 on: January 27, 2003, 06:13:59 AM »
In 3ed D&D, Amethyst (and other gem dragons) are in the web enhancement for Psionics Handbook. But I suppose the dragons in BG2 are based on stats found in 2ed books, which should make Caedwyr's post more relevant.

In any case, this link takes you to Wizards' web page for the enhancement:

http://www.wizards.com/dnd/article.asp?x=d.../we/we20010330a

For those too lazy to click the link, here is the entry for Amethyst Dragon as well.

Gem Dragons
Gem dragons are dragons who have innate psionic abilities instead of sorcerous abilities. They are stand-offish and loners as a rule, and they are always most concerned about their own needs. Except as noted below, gem dragons adhere to all the dragon rules indicated in the Monster Manual.

Psionic Powers: A gem dragon knows and manifests psionic powers as a psion of the level and discipline indicated in its variety description, gaining bonus power points for a high key ability score. Even if a particular power noted for a dragon doesn’t appear in the Psionics Handbook as a psionic power (instead appearing in the Player’s Handbook) the power is considered to be manifested psionically.

Psionics (Sp): The psionic abilities a gem dragon can freely manifest depend on its age and variety. It gains the abilities listed for its age plus all previous ones, using its age category or its psion manifester level (whichever is higher) as the manifester level. The save DC is 10 + the dragon’s key ability modifier + power level. All psionic abilities noted for a gem dragon are usable a number of times per day, as noted under each variety.

Amethyst Dragon
Dragon (Earth)

Climate/Terrain: Any land and underground

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

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

Treasure: Double standard

Alignment: Always neutral

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

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

An amethyst dragon has lavender skin with small scales of a light, translucent purple when first hatched. As they grow older, their scales gradually darken and take on a crystalline quality. The amethyst dragon’s scales are shaped like mineral crystals that form naturally in the earth.

Amethyst dragons live on the tops of isolated mountains in deep caves. The caves inhabited by amethyst dragons are naturally resplendent with crystal minerals of all colors.

Amethyst dragons of sufficient level to manifest psionic powers have the primary discipline of Psychokinesis; Constitution is thus their key ability score.

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

Breath Weapon (Su): An amethyst dragon has one type of breath weapon: a line of concussive force. The concussive force pummels those affected with telekinetic force. The amethyst dragon may choose to deal an equal amount of subdual damage instead of normal damage.

Explosive Gem (Sp): Once per day the gem dragon can expel a crystalline violet lozenge which it can spit up to 75 feet away with pinpoint accuracy. The gem instantly explodes, inflicting impact damage to all creatures in a 20-foot radius. Targets who succeed at a Reflex saving throw (DC 17 + dragon’s manifester level) suffer half damage.

Amethyst Telekinesis (Sp): Once per day the gem dragon can use true telekinesis; however, the amethyst dragon can lift up to 10 tons (200,000 pounds), or hurl a creature against another object for 20d6 points of damage. Amethyst dragons use this power as if they were a 20th-level manifester.

Force Resistant (Ex): Amethyst dragons gain a +4 saving throw bonus against force psionic powers, spells, or effects.

Psionics (Sp): 3/day—stomp; 1/day—invisibility, body equilibrium, and suggestion.

Attack/Defense Modes (Sp): At will—ego whip/mental barrier. As amethyst dragons gain levels of psion, they gain additional psionic attack and defense modes, according to the rules of a psion.                    

 

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