Shade
Monster Junkie
Updated.
What do do with this?
What do do with this?
Crystal drakes are very fond of jewels, gems, and crystals. They each have two cheek pouches, much like hamsters, in which they can store up to four gems. Their senses of smell and taste are very keen, and they can actually sense the presence of precious stones within 10’. Indeed, crystals, gems, and jewels are a necessary part of a crystal drake’s diet. Each drake must consume at least 5 gp of gems per week, or its hide loses its crystalline sheen and the powers associated with it. A crystal drake loses one point of armor class per week without the diet of gems, down to a minimum of AC 5. Once its proper diet is reestablished, it gains its armor class back at the same rate. For each week without a gem diet, there is a cumulative 25% chance that its spellreflecting power will not function. After one month without eating the required amount of gemstones, the crystal drake’s immunity to the spells given above is lost, and its hide becomes a dull gray. Even if the specific spell immunity is lost, the crystal drake still retains its natural resistance to magic.
Ingesting certain gemstones has strange effects upon crystal drakes. They are aware of these effects and often carry some of these gems in their mouth pouches for emergencies. For a gemstone to affect a crystal drake, a minimum amount of that particular gem must be consumed. These gems and effects are given in Table 3. Only one of these gem effects can be in effect at one time. If a new gem is ingested before the effects of the last gem is over, the prior effects are lost.
Table 3
Crystal Drakes. Special Gem Powers
Gemstone type Min. gp value consumed Effect and duration
Alexandrite 100 Adds +2 to saving throws for one turn
Amber 100 Grants immunity to disease for 3 rounds, or cures same
Amethyst 100 Grants immunity to paralysis and poison for 1 turn, or cures same
Beryl 100 Improves armor class by two steps for 1 turn
Carbuncle 100 Allows use of polymorph self into dragon form 10 X larger in size, once per week
Chrysoprase 100 Grants improved invisibility (as per the illusionist spell) for 2-8 rounds
Coral 100 Grants immunity to insanity for 10 turns, or cures same
Hematite 10 Heals 1-4 hp damage, up to four times per day
Jacinth 250 Grants a + 1 on all saving throws and armor class for 2-8 hours
Jasper 50 Grants +4 to saving throws vs. poison for 1 turn, or allows for a new saving throw at + 4 if consumed after eater was poisoned
Lapis lazuli 50 Adds + 1 to to-hit scores for 1 turn
Peridot 250 Adds +4 to all saving throws for 1 turn
Ruby 100 Adds + 2 to saving throws, and acts as a luckstone, for 1 turn
Sapphire 250 Allows the casting of known spells only as if one level higher, only once per day
Topaz 250 Creates a minor globe of invulnerability around the eater for 1 turn
Note: See the 1st Edition Dungeon Masters Guide, pages 26-27, for the possible effects of other consumed gems.