Archives of Nethys

Pathfinder RPG (1st Edition) Starfinder RPG Pathfinder RPG (2nd Edition)

All | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | Starship-Scale | T | U | V | W | X | Y | Z

Template Grafts | Universal Monster Rules


Robot Dragon Grafts


Projectile Dragon

Source Alien Archive 4 pg. 101
Projectile dragons are pragmatists, seeking the lowest risk and most likely to succeed solution to any problem.
Required Creature Type: Dragon (technological).
Alignment: Any evil.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 14+, 60 feet + 10 feet per CR); DR 5/ adamantine (CR 13+; increase to DR 10/adamantine at CR 15, DR 15/adamantine at CR 17, DR 20/adamantine at CR 19); vulnerable to electricity; autofire (see below), gunhead (see below).
Abilities: Autofire (Ex): As a full action, the projectile dragon can make its gunhead attack with the automatic weapon special property, expending 20 rounds of ammunition as though it had a usage of 1 round. These attacks gain heavy onslaught (as the soldier gear boost), using the dragon’s CR as its soldier level.
Gunhead (Ex): A projectile dragon’s head is built around a projectile cannon, which provides the dragon with a ranged attack that deals 1d6 P + 1d6 P per CR, targets KAC, and has a range increment of 80 feet. If the dragon rolls a natural 1 on a gunhead attack (the die shows a 1), they temporarily run out of ammunition and can’t make a gunhead attack again for 1d4 rounds.

Cryo Dragon

Source Alien Archive 4 pg. 101
Cryo dragons prefer a strong defense over an aggressive offense and tend to think in terms of protecting their assets rather than damaging a foe’s. They appreciate slow, calm moments, and they never get bored.
Required Creature Type: Dragon (technological).
Alignment: Any lawful.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 14+, 60 feet + 10 feet per CR); DR 5/adamantine (CR 13+; increase to DR 10/adamantine at CR 15, DR 15/adamantine at CR 17, DR 20/adamantine at CR 19); immunity to cold; vulnerable to electricity; climb speed of 30 feet; breath weapon (cone 15 feet + 5 feet per 2 CR, 1d6 C + 1d6 per CR, usable every 1d4 rounds); cold beam (see below).
Abilities: Cold Beam (Ex): A cryo dragon can fire cold beams from their mouth as a ranged attack that targets EAC and has a range increment equal to their breath weapon’s maximum range and the staggered critical hit effect. If the cryo dragon is CR 8 or higher, attacks with the cold beam benefit from flash freeze (as the soldier gear boost).

Laser Dragon

Source Alien Archive 4 pg. 101
Laser dragons are cautious and precise, preferring to know as much as they can about a situation through observation and espionage prior to taking action.
Required Creature Type: Dragon (technological).
Alignment: Any neutral.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 14+, 60 feet + 10 feet per CR); DR 5/ adamantine (CR 13+; increase to DR 10/adamantine at CR 15, DR 15/adamantine at CR 17, DR 20/adamantine at CR 19); immunity to fire; vulnerable to electricity; breath weapon (cone 15 feet + 5 feet per 2 CR or line 30 feet + 10 feet per 2 CR, 1d6 F + 1d6 per CR, usable every 1d4 rounds); laser bolt (see below).
Abilities: Laser Bolt (Ex) A laser dragon can fire laser beams from their mouth, eyes, or wingtips. This attack has a range increment of 100 feet, targets EAC, and has the burn critical hit effect that lists a number of d6s equal to one quarter their level (minimum 1). The attack also has the sniper weapon special property with a range of 1,000 feet.

Plasma Dragon

Source Alien Archive 4 pg. 101
Plasma dragons are proponents of surprise attacks and scorched earth tactics, believing fast, decisive action is always preferable over waiting and planning.
Required Creature Type: Dragon (technological).
Alignment: Any chaotic.
Traits: Blindsense (vibration) 60 feet; darkvision 120 feet; frightful presence (CR 13+, 60 feet + 10 feet per CR); DR 5/ adamantine (CR 11+; increase to DR 10/adamantine at CR 13, DR 15/adamantine at CR 15, DR 20/adamantine at CR 17); immunity to electricity and fire; vulnerable to cold; breath weapon (cone 15 feet + 5 feet per 2 CR or line 30 feet + 10 per 2 CR, 1d6 E & F + 1d6 per CR, usable every 1d4 rounds); plasma bolt (see below).
Abilities: Plasma Bolt (Ex): A plasma dragon can shoot plasma bolts as a ranged attack. This attack has a range increment of 60 feet, targets EAC, and has the boost weapon special property (boost 1d8 + 1d8 per 5 CR), and burn critical hit effect (1d6 burn + 1d6 per 4 CR). Attacks with the plasma bolt benefit from plasma immolation (as the soldier gear boost), using the dragon’s CR as the item level of the plasma attack.