Vehanezhad
Creature 18 (unique) — dragon, earth, elemental
Pre-Remaster content. May include legacy alignment.
AnvilCrasherLANDAERIALSUBTERRANEANdragonearthelemental
Good-natured but vain, crystal dragons are beautiful creatures with brilliant hides made of multicolored crystal and gemstone. Their beauty is a source of great pride but is also something of a weakness, as crystal dragons are easily angered by insults about their appearance. Despite their relatively benign natures when compared to other true dragons, crystal dragons can be short tempered and prone to finding insults where none were intended. Although their opinions are changeable, crystal drago
Source: stolen-fate-bestiary (Pre-Remaster)
Perception +32; darkvision, scent (imprecise) 60 feet, tremorsense (imprecise) 60 feet
Languages common, diabolic, draconic, jotun, mwangi, petran, sussuran
Skills acrobatics +32, arcana +32, deception +34, diplomacy +34, intimidation +34, society +32, stealth +32, survival +30
Str
+9
Dex
+6
Con
+7
Int
+6
Wis
+6
Cha
+8
AC 42
Fort +33
Ref +30
Will +30
+1 status to all saves vs. magic
HP 335
Immunities paralyzed, sleep
Weaknesses sonic 15
Speed 60 feet, burrow 40 feet, fly 140 feet
Offense
Melee Jaws (magical, reach-20, unarmed) +35, Damage 3d8+17 slashing plus 4d6 piercing plus Crystal Corruption
Melee Claw (agile, magical, reach-15, unarmed) +35, Damage 3d10+17 slashing plus Crystal Corruption
Melee Tail (magical, reach-25) +33, Damage 2d12+17 bludgeoning plus Crystal Corruption
Abilities
Tremorsense (Imprecise) 60 feet — Tremorsense allows a monster to feel the vibrations through a solid surface caused by movement. It is an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the monster is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.
+1 Status to All Saves vs. Magic —
Extra Reaction — The dragon gains 2 reactions at the start of each of their turns.
Frightful Presence (aura, emotion, fear, mental) — 90 feet. DC 37 Will
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Reflect Spell —
Scintillating Aura (aura, concentrate, incapacitation, primal, visual) — 30 feet. A swirling vortex of reflected color and light shimmers around the crystal dragon. Creatures in this aura's emanation are Dazzled. Each creature that ends its turn in the emanation must succeed at a DC 37 Will saving throw or be Stunned 1 (or Stunned 3 on a critical failure). Once a creature succeeds at this save, it is temporarily immune to the stunning effect for 1 minute. The crystal dragon can turn this aura on or off using a single action, which has the concentrate trait, and it can choose not to affect allies.
Twisting Tail (move) —
Breath Weapon (primal) — Vehanezhad breathes a flurry of piercing crystals that deals 19d6 piercing damage in a 60-foot cone (DC 40 Reflex save). A creature who takes damage from this breath weapon is exposed to crystal corruption. Vehanezhad can't use Breath Weapon again for 1d4 rounds.
Crystal Corruption (arcane, curse, incapacitation) — Creatures afflicted by this curse slowly turn to solid crystal. This affliction's sickened, slowed, and paralyzed conditions can't be removed until the affliction itself is removed. Creatures with both the earth and elemental traits instead become carriers and suffer no ill effects aside from gaining the weakness to sonic.
Saving Throw DC 40 Fortitude
Stage 1 sickened 1 (1 hour)
Stage 2 weakness 5 to sonic and Sickened 1 (1 day)
Stage 3 weakness 5 to sonic and Slowed 1 (1 day)
Stage 4 weakness 10 to sonic and Paralyzed (1 day)
Stage 5 weakness 10 to sonic, and the creature is permanently Petrified.
Saving Throw DC 40 Fortitude
Stage 1 sickened 1 (1 hour)
Stage 2 weakness 5 to sonic and Sickened 1 (1 day)
Stage 3 weakness 5 to sonic and Slowed 1 (1 day)
Stage 4 weakness 10 to sonic and Paralyzed (1 day)
Stage 5 weakness 10 to sonic, and the creature is permanently Petrified.
Crystallize Flesh (incapacitation, primal) — Critical Success The target is unaffected.
Success The target is Slowed 1 for 1 round as portions of its flesh turn crystalline.
Failure The target is Slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is Petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.
Critical Failure As failure, but the target is initially Slowed 2.
Success The target is Slowed 1 for 1 round as portions of its flesh turn crystalline.
Failure The target is Slowed 1 and must attempt a Fortitude save at the end of each of its turns; this ongoing save has the incapacitation trait. On a failed save, the slowed condition value increases by 1 (or by 2 on a critical failure). A successful save reduces the slowed condition value by 1. A creature unable to act due to the slowed condition from Crystallize Flesh is Petrified permanently, transforming into a crystalline statue. The effect ends if the creature is petrified or the slowed condition is removed.
Critical Failure As failure, but the target is initially Slowed 2.
Draconic Frenzy — Vehanezhad makes two claw Strikes and one tail Strike in any order.
Draconic Momentum — The dragon recharges their Breath Weapon whenever they critically hit with a Strike.
Arcane Innate Spells DC 43, attack +35
7th Project Image
4th Hallucinatory Terrain (At Will)
2nd Illusory Creature (At Will)
1st Create Water, Illusory Object (At Will), Ventriloquism (At Will)
Cantrips (7th) Ghost Sound
WORKS WELL WITH
FlankerLAND / AERIAL / SUBTERRANEANThe Anvil's area control creates safe approach lanes for the Flanker to exploit off-guard positioning for precision strikes.
SniperLAND / AERIALThe durable Anvil holds enemy priority while the Sniper delivers consistent damage from outside the scintillating aura and breath weapon cone.
MenderLANDThe Mender's sustained healing offsets the Anvil's attrition from absorbing enemy actions across multiple engagement ranges.
PUNISHES
✖ clumping✖ low Will✖ standing still
Anvil stacking creates competing pull zones that dilute area control effectiveness.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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