Dragon (Outer) GraftsOuter dragons are comfortable flying through space, though they often land on planets and moons to feed on or interact with the native populaces at their whims.
Outer dragons use the same guidelines as metallic dragons for age, fly speed (except an outer dragon’s is supernatural rather than extraordinary), size, spell resistance, and the crush universal creature rule. Source Alien Archive 2 pg. 42 Lunar dragons often seek out civilizations that have yet to achieve space travel and help the scientists there to achieve it. Required Creature Type: Dragon. Alignment: Chaotic neutral. Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; see in darkness; alien presence (CR 10+; 60 feet + 10 feet per CR; confused 2d4 rounds); void adaptation; DR 5/magic (CR 13+, increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19); immunity to cold; burrow speed of 20 feet; breath weapon (line 30 feet + 10 feet per CR, 1d8 C + 1d8 per CR); bewildering breath (see below); moonsilver (see below); spell-like abilities (CR 8+); spaceflight.
Bewildering Breath (Su): A creature that fails its save against a lunar dragon’s breath weapon is dazzled for 1d4 rounds.
Moonsilver (Ex): A lunar dragon’s natural weapons are treated as silver for the purpose of overcoming damage reduction. Source Alien Archive 2 pg. 42 Solar dragons believe themselves to be the originators of light and life in the universe. Required Creature Type: Dragon (fire). Alignment: Lawful neutral. Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; see in darkness; alien presence (CR 10+; 60 feet + 10 feet per CR; blinded 2d4 rounds); void adaptation; DR 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19); breath weapon (line 30 feet + 10 feet per 2 CR, 1d10 F + 1d10 per CR); spell-like abilities (CR 8+); channel life (see page 43); solar adaptation; spaceflight.
Channel Life (Su): A solar dragon can use a healer mystic’s healing channel connection power, treating its CR as its mystic level. The dragon need not spend a Resolve Point to use this ability, but it can use this ability only a number of times per day equal to 3 + one-third its CR.Source Alien Archive 2 pg. 43 Time dragons stand guard against all those who would disrupt the natural temporal order. Required Creature Type: Dragon. Alignment: Neutral. Traits: Bonus to initiative checks equal to half its CR; blindsense (vibration) 60 feet; darkvision 120 feet; see in darkness; alien presence (CR 9+, 60 feet + 10 feet per CR, staggered 2d4 rounds); void adaptation; DR 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17); immunity to cold and staggered; breath weapon (cone 15 feet + 5 feet per 2 CR, 1d10 E + 1d10 per CR); spell-like abilities (CR 7+); immortal (see below); spaceflight.
Immortal (Ex): Time dragons age, but they don’t die from old age.Source Alien Archive 2 pg. 43 Ancient and terrible entities that dwell outside of space have driven many void dragons beyond reason, and now they do nothing but feed and destroy. Required Creature Type: Dragon. Alignment: Neutral evil. Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; see in darkness; alien presence (CR 10+, 60 feet + 10 feet per CR, sickened 2d4 rounds); void adaptation; DR 5/magic (CR 13+; increase to DR 10/magic at CR 15, DR 15/magic at CR 17, DR 20/magic at CR 19); immunity to cold, confusion, and insanity; breath weapon (cone 15 feet + 5 feet per 2 CR, 1d8 C + 1d8 per CR); obliterate (CR 7+; see below); suffocating breath (CR 5+; see below); spell-like abilities (CR 8+); spaceflight.
Obliterate (Su): A creature that is reduced to 0 Hit Points by a void dragon’s bite attack must spend 1 Resolve point or be immediately slain and reduced to dust.
Suffocating Breath (Su): Instead of a cone of cold, a void dragon can breathe a 30-foot cone of energy that suffocates those it touches. Air-breathing creatures within the cone must succeed at a Fortitude save or begin attempting Constitution checks to avoid suffocation, even if they have environmental protections.
An affected creature can attempt a new Fortitude saving throw at the beginning of each turn to shake off this effect and regain its air supply.Source Alien Archive 2 pg. 43 Masters of spaceflight, vortex dragons sometimes serve as emissaries for the most powerful of galactic entities. Required Creature Type: Dragon (fire). Alignment: Lawful neutral. Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; see in darkness; alien presence (CR 9+, 60 feet + 10 feet per CR, off-target 2d4 rounds); void adaptation; DR 5/magic (CR 11+; increase to DR 10/magic at CR 13, DR 15/magic at CR 15, DR 20/magic at CR 17); breath weapon (cone 15 feet + 5 feet per 2 CR, 1d8 F + 1d8 per CR); spell-like abilities (CR 7+); galactic emissary (see below).
Galactic Emissary (Su): This functions as the spaceflight universal creature rule, except the vortex dragon automatically succeeds at checks to navigate and its travel times are halved.
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