Glass Dominion: The Shatterdrake

Hello, everyone! Long time no see, it seems, but what can one do with the state of the world as it is? We retreat to our lairs, and entertain those that we can contact with the magic of a high-speed Internet connection.

Today on this chilly October weekday, I present to you a new monster that is well, absolutely infuriating to my players when I ran it over. I cannot tell you how much fun it was to do this and I will probably make this thing a staple of my campaigns in the future.


Crystal Dragon | Mythical creatures art, Dragon pictures, Fantasy creatures
“We entered Avarestei via it’s mirror portal system, to a sprawling forest of trees. The ground, completly glassed over and with no creatures in sight, or so we thought. We were dead wrong.”

The Shatterdrake: a behemoth made of inorganic material, it takes the form of a dragon made completely of glass, diamond and other super-hardened materials. This has lead many to wrongly mistake it as a Dragon, when in reality it is classified as a Construct. It’s size can vary greatly for the areas that it is assigned to patrol and guard, and with all the determination and ferocity as it’s outward appearance.

Vitrification Shatterdrakes are strange, in that despite larger sizes, they use ambush tactics. However, the areas they look after must be properly prepped for them to be truly terrifying at their job.

Shatterdrakes have the unique ability to be able to meld with glass and any other reflective surface, akin to the Earth Glide spell but with different materials. Swimming through it, a Shatterdrake casts no silhouette when gliding through glass. They use this to their advantage, causing surprise attacks on the unwary. Because of this, the swaths of land they inhabit are glassed over so they can make the most out of this.

These creatures also are a nuisance for spellcasters; their reflective surface can still be hit, but most arcane effects that attack at range have a high chance of completly bouncing off the Shatterdrake. Mixed with how they are immune to common damage types, a Shatterdrake should never be underestimated for all of its beauty.

SHATTERDRAKE- Huge construct, lawful evil

Armor Class: 17 (natural armor)

Hit Points: 240 (20d12+70)

Speed: 40 ft, “fly” 100

Str 22 (+6) Dex 15 (+2) Con 13 (+1) Int 14 (+2) Wis 18 (+4) Cha 17 (+3)

Saving Throws: Str +11, Dex +7, Int +7, Wis +9

Damage Resistance: acid, cold

Damage Immunities: fire, psychic, poison, piercing-slashing-bludgeoning damage from non-magical weapons

Condition Immunities: charmed, prone, paralyzed, blinded, petrified

Senses: darkvision 120 ft, true sight 80 ft, tremorsense 60 ft

Languages: Common, Draconic, Druidic but does not speak

CR: 13

Legendary Resistance (x3): When the Shatterdrake would fail a saving throw, it can choose to succeed instead.

Glass Meld: The Shatterdrake can merge with any surface made of glass, and shift from there. Any conditions it is suffering are removed when it exits the glass This can be done as part of it’s movement.

Immutable Form: The Shatterdrake is immune to any effects that would change its physical form or creature typing.

Reflective: A spell that requires a ranged attack to hit the Shatterdrake has a percentage of it being fired back at full strength at the caster. Roll a d20. An odd roll, it is reflected back at the target and an even goes through. All effects that the spell has, including critical hits, take effect on the caster.

Crystallize: On a hit with either its Bite or Claw attacks, the creature must make a DC 15 Constitution saving throw. On a failure, they begin to turn into a crystal growth. Over the next 4 turns, the following will happen and all stack on top of one another.
1) Target can only take one Attack per turn, hindering things such as Multiattack.
2) Target’s move speed -10 feet
3) Target is considered Blinded, as crystals crow over their eyes
4) Target is Petrified.
At the start of each turn, an effected creature can use its action to make the saving throw again.

Magical Makeup: The Shatterdrake’s attacks are considered magical, and has advantage on saving throws bought on by spells or spell-like effects.

Reactive Strike: The Shatterdrake has an infinite number of reactions that can only be used for its Knockback reaction.


Multiattack: The Sunderdrake uses its Brilliant Visage if it can. It then makes three attacks, choosing between Bite and Claw. It can make also make a singular Hail of Glass attack in that multiattack but no more then once and only if recharged.

Brilliant Visage: Light reflects off of the Shatterdrake’s entire body, causing bright bursts of blinding energy. All creatures of the Shatterdrake’s choice that it can see must make a Constitution saving throw (DC 18) or are considered blinded until the next turn round.
Creatures who make the saving throw are immune to the Shatterdrake’s Brilliant Visage for the next 24 hours.

Bite: melee weapon attack, +11 to hit, reach 15 ft, one target. Hit: 22 (3d10+6) piercing damage

Claw: melee weapon attack, +11 to hit, reach 15 ft, one target. Hit: 17 (2d10+6) slashing damage.

Hail of Glass (recharge 5-6): The Shatterdrake thrashes shards off of its body and telepathically commands. It can either choose the shards to:
a) be directed in a cone facing ahead of the creature
b) circling itself, in a range of 20 feet in all directions

Creatures who are in the range of Hail of Glass must make a Dexterity saving throw (DC 17). On a failure, the effected creature takes 6d8 piercing damage. All creatures must also make a Constitution saving throw (DC 17), or be blinded for 1 minute from glass reflecting in their eyes.

Sunder (recharge 5-6): The Shatterdrake can break apart into millions of pieces and shoot outward in the direction of the target who did this. It can move 80 ft in its Sundered form.
The Sundered form is 15 ft wide, but can only travel in a straight line. Creatures in the Sundered area as it passes must make a DC 18 Dexterity saving throw, or take 6d6 piercing damage. The Shatterdrake is un-Sundered if it uses this to meld into glass and re-emerge.

Diving Leap: The Shatterdrake jumps up high and dives down on its diamond-encrusted stomach, screeching and knocking others aside. It can travel 40 feet in any direction due to its serpentine nature. All creatures within 15 feet of its dive must make a DC 18 Strength saving throw or be knocked 20 ft away from where they once were as well as take 4d10 bludgeoning damage. The Shatterdrake then submerges into the glass.


The Shatterdrake can take 3 Legendary Actions, choosing from one of the options below. Only one LA can be used at a time and at the end of another creature’s turn. The Shatterdrake regains expended points at the start of it’s turn.

Perceive: The Shatterdrake can make a Perception check with sight, hearing or smell. In place of this, it can use any of it’s senses to do the same.

Attack (1 LA): The Shatterdrake can move half of its movement and make one Bite or Claw attack. This does not provoke opportunity attacks.

Prismatic Strike: The Shatterdrake slams its claws down into the ground, and spiraling pillars of crystal emerge from beneath all hostile targets. Creatures must make a Dexterity saving throw (DC 19) or take 8d8 piercing damage and be entrapped in crystal.
As an action on their turn, the trapped creature can make a Strength check (DC 20) to escape the growth, The growths are 15 feet high by 15 feet wide.


Knockback: The Shatterdrake, when a creature makes a melee weapon attack at it, raises a claw and sends the source of the attack backwards. When a creature declares an attack made against the Shatterdrake, the Shatterdrake makes an opposed Strength check (+10). If it is higher then the attack made, it knocks the creature back 25 feet. This does not cause damage.

2 thoughts on “Glass Dominion: The Shatterdrake

  1. That is one awesome beastie! Love the flavour.

    What level and size were your party? I am not so well versed on high level play that looks like it should be much higher than a CR 13 monster… it definitely looks like a major handful for any party!


    1. The party consists of six level 10 adventurers. Once they were able to keep the Shatterdrake from submerging, they were able to take it down (though not before the Shatterdrake bought down the Cleric to 0 hp).


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