Crystal Dragons

Be wary of crystal dragons, for their famed love of visitors belies a profound disinterest in the fates of those who make the journey. A traveler under the auspices of guest-right has nothing to fear from the dragon itself, but the winding trails to their lairs are ordeals in and of themselves, and the bodies littered upon the frozen paths to those celestial summits serve only in their view as an attestation to the worthiness of those who reach the peak intact.

Crystal Dragon Tactics

Crystal dragons prefer to resolve any conflict from stealth before it begins, if possible, first reaching out with cryptic telepathic messages to ascertain intent, then hiding at a distance and stalking those attempting to trek to their lairs while pushing them to their dooms with their aerokinesis.

If forced to fight head-on, either to defend their lairs or otherwise, they try to use their Fading Glimmer each round to avoid danger, using their Breath of Life Overflowing whenever available and remaining hidden and attacking with their psionics while they wait for it to recharge. Against a party that can consistently spot them, they use their Breath of Inner Dawn, targeting themselves and as many of their allies as possible, then close to melee and try to quickly savage the most dangerous melee threats.

Once battle is joined in earnest, they use their Psychic Empowerment as often as possible with their Legendary Actions, typically using their Psychic Intrusion on whichever enemy is next in initiative.

Crystal Dragon Lore

Arcana DC 15: Crystal dragons, through their innate connection to the plane of light and life, channel positive energy through their breath, able to kindle a blinding inner light within all it touches, or to turn the energy reserves of those in its path against them.
Arcana DC 20: Though primarily known as powerful aerokinetics, many crystal dragons are additionally able to exert a low level of telepathic control over the creatures around them, pushing them toward docility or eavesdropping upon their thoughts to react to attacks and spells before they begin.
History DC 15: The mountaintop lairs of crystal dragons are rarely visible until very near to the summit, but make their presence known nonetheless, as the hiking paths through such ranges are often adorned with awe-inspiring edifices of carved ice, marking a path for the wandering traveler.
Nature DC 15: Like other gem dragons, the age, and by extension the likely psionic capabilities of crystal dragons can be estimated by the size and prominence of their pupils, which shrink and fade as they age, eventually leaving their eyes as undifferentiated, luminous purple orbs.
Religion DC 20: Hrodel, greatest of all crystal dragons and thane to the ruby dragon Sardior, is revered among certain sects of psions, said to have plumbed the ultimate depths of telepathy as a discipline. It is rumored that through Sardior's connection to Hrodel, she is able to peer into minds all across the material realms and beyond.



Crystal Dragon Wyrmling

Medium dragon (gem), chaotic neutral


  • Armor Class 14 (Natural Armor)
  • Hit Points 32 (5d8 + 10)
  • Speed 30 ft., burrow 15 ft., climb 30 ft., fly 60 ft

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 14 (+2) 13 (+1) 15 (+2)

  • Saving Throws DEX +3, CON +4, WIS +3, CHA +4
  • Skills Arcana +7, Perception +5, Stealth +5, Survival +3
  • Damage Resistances Cold, Radiant
  • Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 15
  • Languages Draconic, Telepathy 120 ft.
  • Challenge 2 (450 XP)

Rocky Camouflage. The dragon may attempt to hide in rocky terrain without being obscured.

Lifechannel Aura. At the beginning of each of the dragon's turns, each creature within 5 feet of it gains 5 temporary hit points. While a creature has any of these temporary hit points, it regains the maximum number of hit points possible from any healing.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4) radiant damage.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Breath of Life Overflowing. The dragon exhales a burst of pure life energy in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 9 (2d8) radiant damage and regaining 2 (1d4) expended hit dice on a failure, or taking half as much damage on a success.

Then, if the creature has no unexpended hit dice, it incandesces, losing each of its unexpended hit dice, rolling a number of d8s equal to the number of hit dice lost in this way, and taking additional radiant damage equal to the result.

Breath of Inner Dawn. The dragon blows a mighty breath in a 15 foot long, 5 foot wide line that stokes a blinding glow within all it touches.

The dragon and each creature and object in the area begins to emit sunlight in a 30 foot radius for the next minute, and a creature without resistance to radiant damage that targets an affected creature with an attack or spell must succeed on a DC 12 Constitution saving throw or be Blinded until the beginning of its next turn.

Bonus Actions

Psionic Empowerment. The dragon produces one of the following effects:

  • Whirling Gust. One creature that the dragon can see within 60 feet must succeed on a DC 12 Strength saving throw or be spun about with dizzying force. The next attack that creature makes before the beginning of the dragon's next turn is at disadvantage.

  • Prevailing Winds. One creature that the dragon can see within 60 feet has its speed increased or decreased by 10 until the beginning of the dragon's next turn.

Crystal Dragon Lairs

Crystal dragons generally lair at the crest of icy mountain peaks, often the highest peak they can find, where the air is thin and pure, the stars shine unimpeded, and the sun reverberates across the tundra in an awesome and glorious display. The terrestrial paths to these lairs are often sculpted and made traversable to visitors, marked by exquisite sculpture and towering monumental architecture carved of ice, and carefully crafted overlooks showcasing marvelous vistas.

Crystal Dragon Hoards

Crystal dragon hoards are often quite specific to their locale, featuring objects of great cultural significance to the nearby peoples so as to entice visitors to make the often hazardous trek to their lairs. In contrast to the often quite maximalist hoards of other dragons, the hoards of crystal dragons are comparatively sparse, each treasure placed with great care as to the experience of the viewer and its relationship to other objects. The magical artifacts in their care are often those that aid in celestial observation and divination.

Crystal Dragon Social Encounters

  • The alderman of the local village wishes to see the armor of his great-grandfather, a famous dragonslayer, reclaimed from the crystal dragon's lair where it currently resides. The alderman is under the impression his ancestor was slain in an attempt against the dragon's life and fears its retribution, though in truth the hero had ascended the mountain to die in a place of beauty, having been wounded by a slow and inexorable poison.
  • A certain magic the party seeks can be performed only during a particular celestial convergence, so narrow and precise that mortal instruments cannot be trusted to guide the ritual to success. A crystal dragon, however, may possess a means to track the motions of the heavens more precisely.
  • While traveling by wing, the party seems to have crashed into a cloud, apparently composed of loosely packed snow and held aloft by the dancing winds that swirl beneath it. Within, they find a crystal dragon lost in a magically induced dream and gathering a gargantuan amount of snow to itself. If not woken before it drifts over occupied lands, the dragon could inadvertently bury a city in snow.


Young Crystal Dragon

Large dragon (gem), chaotic neutral


  • Armor Class 15 (Natural Armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 40 ft., burrow 20 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 18 (+4) 16 (+3) 14 (+2) 17 (+3)

  • Saving Throws DEX +4, CON +7, WIS +5, CHA +6
  • Skills Perception +8, Stealth +7, Survival +5
  • Damage Resistances Cold, Radiant
  • Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 18
  • Languages Common, Draconic, Telepathy 120 ft.
  • Challenge 5 (1,800 XP)

Snowy Camouflage. The dragon may attempt to hide in snowy terrain without being obscured.

Lifechannel Aura. At the beginning of each of the dragon's turns, each creature within 5 feet of it gains 5 temporary hit points. While a creature has any of these temporary hit points, it regains the maximum number of hit points possible from any healing.

Actions

Multiattack. The dragon makes three attacks, one of which may be with its bite.

Bite. . Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 4 (1d8) radiant damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and the target is grappled (escape DC 14).

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Breath of Life Overflowing. The dragon exhales a burst of pure life energy in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 27 (6d8) radiant damage and regaining 2 (1d4) expended hit dice on a failure, or taking half as much damage on a success.

Then, if the creature has no unexpended hit dice, it incandesces, losing each of its unexpended hit dice, rolling a number of d8s equal to the number of hit dice lost in this way, and taking additional radiant damage equal to the result.

Breath of Inner Dawn. The dragon blows a mighty breath in a 30 foot long, 5 foot wide line that stokes a blinding glow within all it touches.

The dragon and each creature and object in the area begins to emit sunlight in a 30 foot radius for the next minute, and a creature without resistance to radiant damage that targets an affected creature with an attack or spell must succeed on a DC 15 Constitution saving throw or be Blinded until the beginning of its next turn.

Bonus Actions

Psionic Empowerment. The dragon produces one of the following effects:

  • Wind Scythe. One creature within 60 feet that the dragon can see must succeed on a DC 14 Strength saving throw or take 10 (3d6) slashing damage and be pushed up to 10 feet in a direction of the dragon's choice.
  • Pacify (Concentration). One creature within 120 feet that the dragon can see must make a DC 14 Intelligence saving throw. On a failed save, for the next minute the creature takes 5 (1d10) psychic damage whenever it deals damage.
  • Psychic Intrusion (Concentration). One creature within 120 feet that the dragon can see must succeed on a DC 14 Intelligence saving throw or gain disadvantage on attacks made against the dragon.

Encounter Groups

CR 15 Encounter 6,150 XP

  • 1 Young Crystal Dragon (CR 5)
  • 3 Yetis (CR 3)
  • 1 Lantern Archon (CR 2)

CR 18 Encounter 7,300 XP

  • 1 Crystal Golem (CR 10)
  • 2 Crystal Dragon Wyrmlings (CR 2)
  • 5 Light Mephits (1/2)

CR 23 Encounter 20,000 XP

  • 1 Adult Crystal Dragon (CR 12)
  • 2 Ice Elemental Myrmidon (CR 7)
  • 2 Light Elemental Myrmidons (CR 7)


Adult Crystal Dragon

Huge dragon (gem), chaotic neutral


  • Armor Class 16 (Natural Armor)
  • Hit Points 172 (15d12 + 75)
  • Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 19 (+4)

  • Saving Throws DEX +5, CON +9, WIS +6, CHA +8
  • Skills Perception +10, Stealth +9, Survival +6
  • Damage Resistances Cold, Radiant
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 20
  • Languages Common, Draconic, Telepathy 120 ft.
  • Challenge 12 (8,400 XP)

Translucent Camouflage. The dragon may attempt to hide without being obscured. Checks the dragon makes to hide from creatures more than 30 feet away from it are made at advantage.

Lifechannel Aura. At the beginning of each of the dragon's turns, each creature within 15 feet of it gains 10 temporary hit points. While a creature has any of these temporary hit points, it regains the maximum number of hit points possible from any healing.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) radiant damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage and the target is grappled (escape DC 17).

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Breath of Life Overflowing. The dragon exhales a burst of pure life energy in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 40 (9d8) radiant damage and regaining 5 (2d4) expended hit dice on a failure, or taking half as much damage on a success.

Then, if the creature has no unexpended hit dice, it incandesces, losing each of its unexpended hit dice, rolling a number of d8s equal to the number of hit dice lost in this way, and taking additional radiant damage equal to the result.

Breath of Inner Dawn. The dragon blows a mighty breath in a 60 foot long, 5 foot wide line that stokes a blinding glow within all it touches.

The dragon and each creature and object in the area begins to emit sunlight in a 30 foot radius for the next minute, and a creature without resistance to radiant damage that targets an affected creature with an attack or spell must succeed on a DC 17 Constitution saving throw or be Blinded until the beginning of its next turn.

Bonus Actions

Psionic Empowerment. The dragon produces one of the following effects:

  • Wind Scythe. One creature within 60 feet that the dragon can see must succeed on a DC 16 Strength saving throw or take 10 (3d6) slashing damage and be pushed up to 10 feet in a direction of the dragon's choice.
  • Pacify (Concentration). One creature within 120 feet that the dragon can see must make a DC 16 Intelligence saving throw. On a failed save, for the next minute the creature takes 5 (1d10) psychic damage whenever it deals damage.
  • Psychic Intrusion (Concentration). One creature within 120 feet that the dragon can see must succeed on a DC 16 Intelligence saving throw or gain disadvantage on attacks made against the dragon.

Reactions

Predictive Flicker. As a reaction when a creature affected by its psychic intrusion begins to cast a spell, the dragon becomes invisible until the end of the turn.

If the dragon is still a valid target for the spell, it gains advantage on any saving throw it makes against the spell. If it is not, the spell fails.

Bloodied Breath (1/Day). As a reaction to being reduced below 87 hit points, the dragon immediately recharges and uses one of its breath weapons.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below.

Psionic Empowerment. The dragon uses its Psionic Empowerment.

Crystal Burgeoning. The ground in a 10 foot radius centered on a point within 60 feet the dragon can see becomes difficult terrain as scintillating crystals sprout forth.

Fading Glimmer (Costs 2 Actions). The dragon moves up to half its fly speed. If it ends this movement at least 30 feet away from any hostile creature, it may immediately attempt to hide.

If the dragon is affected by its Breath of Inner Dawn, the effect ends for it.



Ancient Crystal Dragon

Gargantuan dragon (gem), chaotic neutral


  • Armor Class 20 (Natural Armor)
  • Hit Points 222 (12d20 + 96)
  • Speed 40 ft., burrow 40 ft., climb 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 26 (+8) 20 (+5) 16 (+3) 21 (+5)

  • Saving Throws DEX +7, CON +14, WIS +9, CHA +11
  • Skills Perception +15, Stealth +13, Survival +9
  • Damage Resistances Cold, Radiant
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 25
  • Languages Common, Draconic, Telepathy 120 ft.
  • Challenge 19 (22,000 XP)

Translucent Camouflage. The dragon may attempt to hide without being obscured. Checks the dragon makes to hide from creatures more than 30 feet away from it are made at advantage.

Lifechannel Aura. At the beginning of each of the dragon's turns, each creature within 10 feet of it gains 10 temporary hit points. While a creature has any of these temporary hit points, it regains the maximum number of hit points possible from any healing.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) radiant damage

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage and the target is grappled (escape DC 21) and restrained.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage and the target is pushed 15 feet away from the dragon.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Breath of Life Overflowing. The dragon exhales a burst of pure life energy in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 49 (11d8) radiant damage and regaining 7 (3d4) expended hit dice on a failure, or taking half as much damage on a success.

Then, if the creature has no unexpended hit dice, it incandesces, losing each of its unexpended hit dice, rolling a number of d8s equal to the number of hit dice lost in this way, and taking additional radiant damage equal to the result.

Breath of Inner Dawn. The dragon blows a mighty breath in a 90 foot long, 10 foot wide line that stokes a blinding glow within all it touches.

The dragon and each creature and object in the area begins to emit sunlight in a 30 foot radius for the next minute, and a creature without resistance to radiant damage that targets an affected creature with an attack or spell must succeed on a DC 22 Constitution saving throw or be Blinded until the beginning of its next turn.

Bonus Actions

Psionic Empowerment. The dragon produces one of the following effects:

  • Wind Scythe. One creature within 60 feet that the dragon can see must succeed on a DC 19 Strength saving throw or take 10 (3d6) slashing damage and be pushed up to 10 feet in a direction of the dragon's choice.
  • Pacify (Concentration). One creature within 120 feet that the dragon can see must make a DC 19 Intelligence saving throw. On a failed save, for the next minute the creature takes 5 (1d10) psychic damage whenever it deals damage.
  • Psychic Intrusion (Concentration). One creature within 120 feet that the dragon can see must succeed on a DC 19 Intelligence saving throw or gain disadvantage on attacks made against the dragon.

Reactions

Predictive Flicker. As a reaction when a creature affected by its psychic intrusion begins to cast a spell, the dragon becomes invisible until the end of the turn.

If the dragon is still a valid target for the spell, it gains advantage on any saving throw it makes against the spell. If it is not, the spell fails.

Bloodied Breath (1/Day). As a reaction to being reduced below 112 hit points, the dragon immediately recharges and uses one of its breath weapons.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below.

Psionic Empowerment. The dragon uses its Psionic Empowerment.

Crystal Bloom. The ground in a 10 foot radius centered on a point within 60 feet the dragon can see becomes difficult terrain as scintillating crystals sprout forth.

Fading Glimmer (Costs 2 Actions). The dragon moves up to half its fly speed. If it ends this movement at least 30 feet away from any hostile creature, it may immediately attempt to hide.

If the dragon is affected by its Breath of Inner Dawn, the effect ends for it.



Great Wyrm Crystal Dragon

Gargantuan dragon (gem), chaotic neutral


  • Armor Class 21 (Natural Armor)
  • Hit Points 409 (21d20 + 189)
  • Speed 60 ft., burrow 60 ft., climb 60 ft., fly 120 ft.

STR DEX CON INT WIS CHA
27 (+8) 13 (+1) 28 (+9) 23 (+6) 19 (+4) 22 (+6)

  • Saving Throws DEX +8, CON +16, WIS +12, CHA +14
  • Skills History +13, Perception +18, Stealth +15, Survival +11
  • Damage Resistances Cold, Radiant; Attacks made without advantage
  • Condition Immunities Charmed, Frightened, Poisoned
  • Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 28
  • Languages Common, Draconic, Telepathy 120 ft.
  • Challenge 23 (50,000 XP)

Translucent Camouflage. The dragon may attempt to hide without being obscured. Checks the dragon makes to hide from creatures more than 30 feet away from it are made at advantage.

Lifechannel Aura. At the beginning of each of the dragon's turns, each creature within 15 feet of it gains 15 temporary hit points. While a creature has any of these temporary hit points, it regains the maximum number of hit points possible from any healing.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon makes three attacks, one of which may be with its bite.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 13 (3d8) radiant damage

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage and the target is grappled (escape DC 23) and restrained.

Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage and the target is pushed 20 feet away from the dragon. Each other creature within 10 feet of the target must succeed on a DC 23 Dexterity saving throw or take half the attack's damage and be pushed 10 feet away.

Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.

Breath of Life Overflowing. The dragon exhales a burst of pure life energy in a 300-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 58 (13d8) radiant damage and regaining 10 (4d4) expended hit dice on a failure, or taking half as much damage on a success.

Then, if the creature has no unexpended hit dice, it incandesces, losing each of its unexpended hit dice, rolling a number of d8s equal to the number of hit dice lost in this way, and taking additional radiant damage equal to the result.

Breath of Inner Dawn. The dragon blows a mighty breath in a 300 foot long, 15 foot wide line that stokes a blinding glow within all it touches.

The dragon and each creature and object in the area begins to emit sunlight in a 30 foot radius for the next minute, and a creature without resistance to radiant damage that targets an affected creature with an attack or spell must succeed on a DC 24 Constitution saving throw or be Blinded until the beginning of its next turn.

Bonus Actions

Psionic Empowerment. The dragon produces one of the following effects:

  • Wind Scythe. One creature within 60 feet that the dragon can see must succeed on a DC 21 Strength saving throw or take 10 (3d6) slashing damage and be pushed up to 10 feet in a direction of the dragon's choice.
  • Pacify (Concentration). One creature within 120 feet that the dragon can see must make a DC 21 Intelligence saving throw. On a failed save, for the next minute the creature takes 5 (1d10) psychic damage whenever it deals damage.
  • Psychic Intrusion (Concentration). One creature within 120 feet that the dragon can see must succeed on a DC 21 Intelligence saving throw or gain disadvantage on attacks made against the dragon.

Reactions

Predictive Flicker. As a reaction when a creature affected by its psychic intrusion begins to cast a spell, the dragon becomes invisible until the end of the turn.

If the dragon is still a valid target for the spell, it gains advantage on any saving throw it makes against the spell. If it is not, the spell fails.

Bloodied Breath (1/Day). As a reaction to being reduced below 205 hit points, the dragon immediately recharges and uses one of its breath weapons.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below.

Psionic Empowerment. The dragon uses its Psionic Empowerment.

Crystal Bloom. The ground in a 15 foot radius centered on a point within 60 feet the dragon can see becomes difficult terrain as scintillating crystals sprout forth.

Fading Glimmer (Costs 2 Actions). The dragon moves up to half its fly speed. If it ends this movement at least 30 feet away from any hostile creature, it may immediately attempt to hide.

If the dragon is affected by its Breath of Inner Dawn, the effect ends for it.

Art Credits

  • Amareth the Lustrous by Lie Setiawan
  • Raugrin Crystal by Kirsten Zirngibl
  • Bisk, Goblin King by Rae Elderidge

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