Archives of Nethys

Pathfinder | Starfinder

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

Template Grafts | Universal Monster Rules


Dragon (Chromatic) Grafts

Chromatic dragons use any means possible to amass personal wealth and power.

White Dragon

Source Alien Archive pg. 39
Similar to the terrain they prefer, white dragons appear cold and emotionless until angered.
Required Creature Type: Dragon.
Alignment: Chaotic evil.
Traits: Cold subtype; blindsense 60 feet, darkvision 120 feet, and sense through (vision [snow only]); immunity to cold, paralysis, and sleep; vulnerability to fire; DR 5/magic (CR 9+; increase to DR 10/magic at CR 12, DR 15/magic at CR 14, DR 20/magic at CR 16); SR 11 + CR (CR 12+); burrow speed of 30 feet and swim speed of 60 feet.
Abilities: Breath weapon (cone 15 feet + 10 feet per 2 CR, 1d6 C + 1d6 per CR), frightful presence (CR 10+, 60 feet + 10 feet per CR), icewalking (see below), spell-like abilities (CR 10+).
Icewalking (Ex): A white dragon can move across icy surfaces without penalty and doesn’t need to attempt Acrobatics checks to run or charge on ice. In addition, a white dragon can climb icy surfaces as if under the effect of spider climb.

Black Dragon

Source Alien Archive pg. 39
Black dragons are callous and enjoy using fear to exert their influence over others.
Required Creature Type: Dragon.
Alignment: Chaotic evil.
Traits: Water subtype; blindsense 60 feet and darkvision 120 feet; immunity to acid, paralysis, and sleep; DR 5/magic (CR 10+; increase to DR 10/magic at CR 12, DR 15/magic at CR 15, DR 20/magic at CR 17); SR 11 + CR (CR 10+); swim speed of 60 feet.
Abilities: Breath weapon (line 30 ft. + 10 feet per 2 CR, 1d6 A + 1d6 per CR), frightful presence (CR 11+, 60 feet + 10 feet per CR), spell-like abilities (CR 10+), swamp stride (see below).
Swamp Stride (Ex): A black dragon can move through bogs and quicksand without penalty at its normal speed.

Blue Dragon

Source Alien Archive pg. 39
Stacking plans within plans, blue dragons obsessively dwell on their pet projects.
Required Creature Type: Dragon.
Alignment: Lawful evil.
Traits: Earth subtype; blindsense 60 feet and darkvision 120 feet; immunity to electricity, paralysis, and sleep; 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); SR 11 + CR (CR 12+); burrow speed of 60 feet.
Abilities: Breath weapon (line 30 feet + 10 feet per 2 CR, 1d8 E + 1d8 per CR), frightful presence (CR 9+, 60 feet + 10 feet per CR), spell-like abilities (CR 9+), sound imitation (see below).
Sound Imitation (Ex): A blue dragon can mimic any voice or sound it has heard by succeeding at a Bluff check opposed by a listener’s Sense Motive check.

Green Dragon

Source Alien Archive pg. 39
Of all the chromatic dragons, green dragons seem the most reasonable, but they will turn on their so-called allies at a moment’s notice if profit is on the line.
Required Creature Type: Dragon.
Alignment: Lawful evil.
Traits: Air subtype; blindsense 60 feet and darkvision 120 feet; immunity to acid, paralysis, and sleep; 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); SR 11 + CR (CR 11+); swim speed of 40 feet.
Abilities: Breath weapon (cone 15 feet + 5 feet per 2 CR, 1d6 A + 1d6 per CR), frightful presence (CR 9+, 60 feet + 10 feet per CR), spell-like abilities (CR 9+), water breathing, woodland stride (see below).
Woodland Stride (Ex): A green dragon can move through natural foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically altered affect it normally.

Red Dragon

Source Alien Archive pg. 39
Red dragons are quite imperious and brook no disrespect from lowly humanoids, but they can be swayed by copious amounts of groveling.
Required Creature Type: Dragon.
Alignment: Chaotic evil.
Traits: Fire subtype; blindsense 60 feet, darkvision 120 feet, and sense through (vision [smoke only]); immunity to fire, paralysis, and sleep; vulnerability to cold; DR 5/magic (CR 10+; increase to DR 10/magic at CR 12, DR 15/magic at CR 14, DR 20/magic at CR 16); SR 11 + CR (CR 12+).
Abilities: Breath weapon (cone 15 feet + 5 feet per 2 CR, 1d10 F + 1d10 per CR), frightful presence (CR 10+, 60 feet + 10 feet per CR), spell-like abilities (CR 10+).