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


Shock Dragon (CR 3+)

Source Starfinder #51: Into the Dataverse pg. 61
Shock dragons are quick-thinking and hyperactive, acting in a blink of an eye and striving to accomplish their goals in the most direct manner possible.
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 electricity; vulnerable to cold; land speed of 100 feet; breath weapon (line 30 feet + 10 feet per 2 CR, 1d6 E + 1d6 per CR); hyper-circuit (see below), lightning lash (see below).
Abilities: Hyper-Circuit (Ex): As a move action, a shock dragon can overclock its body, gaining the benefits of a haste spell for a number of rounds equal to their CR. Once a shock dragon uses this ability, they can’t use it again for 10 minutes.
Lightning Lash (Ex): As a melee attack, a shock dragon can unleash a charged whip crafted from adamantine and djezet from their mouth. This attack targets EAC, deals electricity damage, and has the reach and stun weapon special properties. If the shock dragon is CR 7 or higher, attacks with the lightning lash benefit from electric arc (as the soldier gear boost) and have the stunned critical hit effect. A shock dragon gains a +2 bonus when using their lightning lash to perform combat maneuvers, and if the dragon rolls a natural 20 on such an attack, the target is also subjected to the lightning lash’s critical hit effect (if any).
Robotic (Ex) For effects targeting creatures by type, robot dragons count as both dragons and constructs (whichever allows an ability to affect them for abilities that affect only one of those types, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, and poison unless those effects specifically target constructs. Additionally, they’re protected from environmental effects as if wearing armor (of an item level equal to the dragon’s CR) with its environmental protection active.

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).

Disintegrator Dragon (CR 3+)

Source Starfinder #51: Into the Dataverse pg. 60
Disintegrator dragons are engines of peerless destruction, able to reduce all in their wake to mere slag.
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); immunity to acid; vulnerable to sonic; breath weapon (cone 15 feet + 5 feet per 2 CR, 1d6 A + 1d6 per CR); annihilation , disintegrator cannon.
Abilities: Annihilation (Ex) A disintegrator dragon’s breath weapon and disintegrator cannon can completely reduce a target to only traces of fine dust. If either ability reduces a creature to 0 Hit Points, that creature’s body is destroyed (as per disintegrate). A creature can negate the utter destruction of their body by spending all its remaining Resolve Points; this leaves it at 0 Hit Points and unconscious but stable.
Disintegrator Cannon (Ex) A disintegrator dragon’s head is built around a destructive proton-decoupler cannon that provides the dragon with a ranged attack that deals acid damage, targets EAC, has a range increment equal to their breath weapon’s maximum range and the corrodeAR 2d6 critical effect (increase to 3d6 at CR 7, 4d6 at CR 11, 5d6 at CR 17, and 6d6 at CR 25), and the line and unwieldy weapon special properties.
Robotic (Ex) For effects targeting creatures by type, robot dragons count as both dragons and constructs (whichever allows an ability to affect them for abilities that affect only one of those types, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, and poison unless those effects specifically target constructs. Additionally, they’re protected from environmental effects as if wearing armor (of an item level equal to the dragon’s CR) with its environmental protection active.

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.

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.

Sonic Dragon (CR 3+)

Source Starfinder #51: Into the Dataverse pg. 61
Sonic dragons have bombastic personalities that always seek to take charge of whatever situations they find themselves in, often acting as though they love the sound of their booming voices above all else.
Required Creature Type: Dragon (technological).
Alignment: Any chaotic.
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 sonic; vulnerable to fire; land speed of 100 feet; breath weapon (line 30 feet + 10 feet per 2 CR, 1d6 E + 1d6 per CR); discordant thrumming (see below), sonic howlitzer (see below).
Abilities: Discordant Thrumming (Ex): Any creature that takes damage from a sonic dragon’s breath weapon or sonic howlitzer (see below) is off-target until the end of its next turn as its ears quiver and ring from the sonic blasts. If a sonic dragon critically hits a creature with their sonic howlitzer or a creature rolls a natural 1 on its saving throw against the sonic dragon’s breath weapon, the creature becomes deafened for 2d10 minutes and is knocked prone (or off-kilter if it’s in zero gravity), unless it succeeds at a Fortitude saving throw.
Sonic Howlitzer (Ex): As a ranged attack, a sonic dragon can unleash blasts of sonic energy from their mouth. This attack targets EAC, deals sonic damage, and has a range increment equal to their breath weapon’s maximum range. If a sonic dragon is CR 7 or higher, attacks with the sonic howlitzer benefit from sonic resonance (as the soldier gear boost).
Robotic (Ex) For effects targeting creatures by type, robot dragons count as both dragons and constructs (whichever allows an ability to affect them for abilities that affect only one of those types, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, and poison unless those effects specifically target constructs. Additionally, they’re protected from environmental effects as if wearing armor (of an item level equal to the dragon’s CR) with its environmental protection active.