Archives of Nethys

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Template Grafts | Universal Monster Rules


Dragon (Starmetal) Grafts


Abysium Dragon

Source Alien Archive 3 pg. 23
Blue-green abysium dragons glow from within and are dangerously radioactive. They usually isolate themselves from others to avoid causing unintended harm and as such are often agitated by those who seek them out.
Required Creature Type: Dragon (fire).
Alignment: Neutral.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 14+, 60 feet + 10 feet per CR); irradiation aura (see below); 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 radiation; breath weapon (line 30 ft. + 10 feet per 2 CR, 1d6 F + 1d6 per CR); spell-like abilities (CR 8+); spaceflight.

Irradiation (Ex): An abysium dragon emanates radiation in a 20-foot radius. The maximum strength of the radiation is dependent on the dragon’s CR, starting at medium and increasing to high at CR 7 and severe at CR 19. This radiation suffuses at 20-foot increments as normal. An abysium dragon can’t suppress its radioactive aura, and it is considered a natural radioactive material for the purposes of remove radioactivity.

Adamantine Dragon

Source Alien Archive 3 pg. 23
Steadfast and loyal, steel-colored adamantine dragons are often the center of small, tight-knit communities (such as starship crews or mercenary squads).
Required Creature Type: Dragon (earth).
Alignment: Lawful Neutral.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; adamantine extension aura (see below); frightful presence (CR 14+, 60 feet + 10 feet per CR); void adaptation; DR 5/adamantine and magic (increase to DR 10/adamantine and magic at CR 9, DR 15/ adamantine and magic at CR 11, DR 20/adamantine and magic at CR 13); immunity to acid; burrow speed of 30 feet; breath weapon (cone 15 feet + 5 feet per 2 CR, 1d8 P + 1d8 per CR); spell-like abilities (CR 8+); spaceflight.

Adamantine Extension (Su): An adamantine dragon can share some of its trademark toughness with its allies. Allied creatures within 20 feet of an adamantine dragon gain damage reduction equal to one-fifth that of the dragon’s.

Horacalcum Dragon

Source Alien Archive 3 pg. 23
Time itself fluctuates in the vicinity of copper-colored horacalcum dragons, who face challenges with stoic demeanors.
Required Creature Type: Dragon.
Alignment: Neutral.
Traits: +4 to initiative, blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 13+, 60 feet + 10 feet per CR); temporal anomaly aura (see below); void adaptation; DR 5/magic (CR 11+, increase to DR 10/magic at CR 12, DR 15/magic at CR 15, DR 20/magic at CR 17); immunity to slow; natural weapons have the staggered critical hit effect; breath weapon (line 30 feet + 10 feet per 2 CR, 1d10 C + 1d10 per CR); spell-like abilities (CR 7+); spaceflight.

Temporal Anomaly (Su): On its turn, a horacalcum dragon can shorten or extend the duration of any ongoing effect within 10 feet of it (including an effect on itself); this takes no action, and the number of rounds by which the dragon can alter the duration is equal to one-fourth its CR (minimum 1). If the effect is on an unwilling target, that target can attempt a Will saving throw to negate this effect. A horacalcum dragon can shorten or extend one effect per turn, and it can affect a given effect only once.

Noqual Dragon

Source Alien Archive 3 pg. 23
The pale green noqual dragons are rarely seen. Most make it their ambition to seek out and battle evil spellcasters.
Required Creature Type: Dragon.
Alignment: Neutral Good.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; dampening field aura (see below); frightful presence (CR 14+, 60 feet + 10 feet per CR); void adaptation; DR 5/— (CR 13+, increase to DR 10/— at CR 15, DR 15/— at CR 17, DR 20/— at CR 19); breath weapon (cone 15 feet + 5 feet per 2 CR, 1d8 So + 1d8 per CR); detect magic as an at-will spell-like ability; spaceflight.

Dampening Field (Su): Magic is difficult to perform near a noqual dragon. Any creature attempting to cast a spell within 60 feet of a noqual dragon must succeed at a caster level check (1d20 + caster level) or lose the spell slot. The DC of this check is determined by the noqual dragon’s spell resistance.

Siccatite Dragon

Source Alien Archive 3 pg. 23
Smooth-scaled and bright silver in color, siccatite dragons swing wildly between moods and can alter the energy of their breath weapons between cold and fire at a whim.
Required Creature Type: Dragon.
Alignment: Chaotic Neutral.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 13+, 60 feet + 10 feet per CR); shifting resistance aura (see below); 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 fire; breath weapon (cone 15 feet + 5 feet per 2 CR, 1d10 C or F + 1d10 per CR); spell-like abilities (CR 7+); spaceflight.

Shifting Resistance (Su): All allies within 30 feet of a siccatite dragon gain an amount of energy resistance equal to the dragon’s CR. At the start of combat, the dragon chooses whether this is resistance to cold or fire. Once it uses its breath weapon, the energy resistance changes to match the energy type of the breath weapon.