Diamond Dragon(Creature, dragon)

Dragon (Psionic)

**Environment**: Any mountain, underground, or Inner Plane.

**Organization**: Solitary, pair, or familiy (2-5).

**Challenge Rating**: Wyrmling 11, Very Young 16, Young 20, Juvenile 24, Young Adult 27, Adult 30, Mature Adult 33, Old 37, Very Old 39, Ancient 42, Wyrm 49, Great Wyrm 57. These are copy-pasta from the Umbra Dragon giving a +1 often since it seems more dangerous in a fight.

**Treasure**: Triple Standard.

**Alignment**: Always True Neutral

*While I wait to be released, executed, or thrown into a pit of hellfire to fight gelugons that are on their way to becoming a pit fiend and pit fiends that have only recently been promoted, I figured I might as well talk about another type of dragon.*

*Since I have been detailing the fabulously powerful species recently, I decided I might as well take this opportunity to describe one of my patrons. The diamond dragon Asophelos provides funding for my expeditions and explorations into the nature and abilities of dragon-kind across the myriad worlds of existence. Known for being the greatest of sages even within the world of dragons, and heralded as a myth, diamond dragons are extremely reclusive and rare. They dislike intrusions into their meditations and will often grow violent towards the invasive nuisances, just like we would grow annoyed by ants which invade our homes. As such should you attempt to gain wisdom or audience with a diamond dragon always remember to bring a suitable offering or tribute for approaching one of the truly great sages of the multiverse.*

*For those that are curious diamond dragons begin life dull and lusterless; an ugly grey save for their dull blue eyes. As they age their body grows lustrous like a fine diamond, and their eyes begin to look more and more like a blue diamond. They have a pair of double wings and their tails are long and lithe. They are relatively lightly built with proportionately large limbs.*

*Diamond dragons are usually found on the Inner Planes, although they are not native to these planes returning to the Prime to lay eggs and tend them like a sea turtle returning to its birth place. On the Prime they prefer isolated mountains or deep underground, places of solitude where they are unlikely to be disturbed. On the Inner Planes they also search out places unlikely to contain others in which to sequester themselves.*

*Now hurry up and get me out of here.*

*-Zasper, still trapped in Baator and getting annoyed*

**Special Abilities**:

**Breath Weapon** (Su): A diamond dragon’s breath weapon is a cone of psychic pressure. It deals the listed damage and stuns creatures within for 1d6 + 1 round per age category. A successful Will save halves the damage and negates the stun. This is a mind-affecting effect. Creatures with psionic power points instead lose a number of power points equal to 4 times the number of rounds they would have been stunned (and any excess are lost as hit points), but are still stunned on a failed save.

**Deflecting Force** (Su): A diamond dragon gains a deflection bonus to AC and a bonus to all saves equal to its Charisma modifier.

**Armor of the Mind** (Su): A diamond dragon gains double the normal (augmented if appropriate) armor and shield bonus from psionic powers that grant an armor or shield bonus to AC.

**Psionics**: A diamond dragon has the psionic powers of a psion of the listed level with access to all discipline lists. In addition, he may select a single psion discipline to gain the benefits from, treating his hit dice as his effective psion level.

**Change Shape** (Su): A very young or older diamond dragon gains the change shape ability and is able to assume the shape of any large or smaller humanoid, giant, or animal 3 times per day for as long as desired.

**Mindsight** (Ex/Su): A very young or older diamond dragon gains the ability to detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. Their mindsight allows them to sense the exact location of intelligent creatures within the area negating invisibility and miss chances due to concealment. The creature also perceives several observable characteristics about each being detected with mindsight, including the being's type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being's race and clothing would be to eyesight. Creatures that are immune to mind-affecting effects appear as gaps which reduces this to a blindsense equivalent; mindless creatures are still completely unseen by improved mindsight.

**Telepathy** (Su): A very young or older diamond dragon has telepathy out to 100-ft per age category. This increases to 1000-ft per age category at Old, and 1 mile per age category at Great Wyrm.

**Mindhop** (Su): A juvenile or older diamond dragon may teleport as the spell *Greater Teleport* to any sentient (Int 3+) creature that it knows personally (it must have met and interacted with the target) 3 times per day. It appears adjacent to the creature, and unlike with the *Greater Teleport* spell does not need to know the location of the target. If the creature is on another plane this ability fails. Upon reaching the Old age category this now can function as *Greater Teleport* or *Greater Planeshift* and can be used Intelligence modifier times per day.

**Tongues** (Psi): A juvenile or older diamond dragon is under the effects of a continuous *Psionic Tongues* ability. If this ability is dispelled the diamond dragon may resume it with a standard action.

**Fortress of the Awakened Mind** (Su): An adult or older diamond dragon produces an aura that functions as the spell *Antilife Shell* except only towards mindless creatures (regardless of whether they are alive or not) and those that are immune to mind-affecting effects. The radius of the auar is 30-ft per age category of the dragon although it may increase or decrease the size of this aura as a free action during its turn. As a Su ability SR does not apply, but creatures immune to mind-affecting effects (but not mindless creatures) are allowed a Will save (DC is Charisma based so the same as it’s frightful presence) to enter the barrier. If they fail the save they cannot try again for 24 hours, although if they succeed and then leave the area of the aura they must make the save once more.

**Draconic Sage** (Ex): An old or older diamond dragon knows many things. It has Lore as a Loremaster with a level equal to its Hit Dice and is considered to have max ranks in all Knowledge skills.

**Control the Mindless** (Su): An ancient or older diamond dragon can as a standard action attempt to control any mindless creature within 60-ft. The creature is allowed a Will save to resist this effect. This is not a mind-affecting effect and actually represents the diamond dragon taking control of the very essence of the being; should it already by under control of another creature the Diamond Dragon and the other creature must make opposed Charisma checks for control. A diamond dragon can only control a number of creatures equal to its charisma modifier and cannot control any creature with as many or more hit dice than it has.

**Programmed Amnesia** (Psi): A wyrm or older diamond dragon may use the Programmed Amnesia spell 3/day as a Psi-like Ability.

**Flow of Power** (Su): A great wyrm diamond dragon may, 1/day as a free action, enter a state where they can fully tap into their psionic potential. In this state the great wyrm diamond dragon may 1/round as a free action regain its psionic focus, and any power points spent during this period are not subtracted from their total. They may maintain this state for 1 round per point of Constitution bonus at the point they entered this state, although every 3rd round causes 1 point of Constitution burn.

**Skills**: Autohypnosis, Psicraft, and Use Psionic Device are class skills for diamond dragons in addition to those available to all true dragons.

**Programmed Amnesia**

Enchantment (Compulsion) [Mind-Affecting]

**Level:** Sorcerer 9, Wizard 9,

**Components:** V, S, M,

**Casting Time:** 10 minutes

**Range:** Close (25 ft. + 5 ft./2 levels)

**Target:** One living creature

**Duration:** Permanent

**Saving Throw:** Will negates

**Spell Resistance:** Yes

*As you finish the complicated procedure necessary to cast the spell, your target's mind opens up to you like a book. You see the target's memories like stories and know that you can rewrite them as a master bard rewrites the inferior works of his apprentices.*

You can selectively destroy, alter, or implant memories in the subject creature as you see fit. Casting the spell gives you access to all of the subject's thoughts and memories, allowing you to implement as many of the following specific effects as you like.

**Memory Erasure:** Memories possessed by the subject can be erased, including knowledge of specific events, people, or places. You can erase up to one full week of memories from the subject's mind.

**Memory Implant:** You can create false memories in the subject's mind as you see fit. You can implant memories of being friends with a hated enemy, events that didn't really take place, or betrayals by people the subject regards as friends.

**Negative Levels:** You can bestow a number of negative levels equal to 1/2 the subject's character level (rounding down, minimum 1st level) or less. This effect represents erasure of class knowledge and training. These negative levels never become permanent level loss, but they cannot be removed by spells such as restoration, instead returning at a rate of one level per day.

**Persona Rebuilding:** By erasing the subject's previous personality and implanting a false set of memories, you can build a new persona for the creature, altering its alignment, beliefs, values, and personality traits. (Some class abilities might be affected by alignment changes.)

**Programmed Trigger:** You can program the subject to delay the onset of any of the above effects until a specific event takes place, such as the receipt of a coded message, capture by enemies, or arrival at some destination. Similarly, you could specify some or all of the alterations you create in a subject to be removed by a specific event.

The nature of programmed amnesia is such that a subject given new memories (whether willing or not) might be given cause to suspect that those memories are false, based on how complete your programming is. For example, a paladin subject to a persona rebuilding effect that changes her alignment to neutral loses her paladin abilities. Unless you impart a specific believable memory of why she changed alignment, the character will perceive this unexplained gap in her memory and might take steps (such as seeking a magical cure for her "amnesia") that could negate the spell's effect (see below).

Generally, your subject must be either willing to undergo the spell or restrained in some way so that it cannot leave or interfere with the casting. Programmed amnesia cannot be dispelled, and so is normally permanent unless you care to specify events that will end the effect. Its effect can also be removed by a greater restoration, miracle, or wish spell.

Material Component: A set of small crystal lenses set in gold loops worth 500 gp.