Only two species of dragons are native to Ironspace. Both species of dragon eschew magic in favor of technology; rarely engaging in personal combat, most dragons maintain a small legion of mechanical soldiers to handle such menial tasks (and not incidentally take the risks). The technology of the dragons favors clockworks over steam power, and a well wound soldier can last for days at peak activity.
| Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC |
| Wyrmling | T | 4d12+4 (30) | 11 | 10 | 13 | 10 | 11 | 10 | +4/-4 | +6 | +5 | +4 | +4 | 1d6 (13) | - |
| Very young | S | 7d12+7 (52) | 13 | 10 | 13 | 10 | 11 | 10 | +7/+4 | +9 | +6 | +5 | +5 | 2d6 (14) | - |
| Young | M | 10d12+20 (85) | 15 | 10 | 15 | 12 | 13 | 12 | +10/+12 | +12 | +9 | +7 | +8 | 3d6 (17) | - |
| Juvenile | M | 13d12+26 (110) | 17 | 10 | 15 | 12 | 13 | 12 | +13/+16 | +16 | +10 | +8 | +9 | 4d6 (18) | - |
| Young adult | L | 16d12+48 (152) | 19 | 10 | 17 | 14 | 15 | 14 | +16/+24 | +19 | +13 | +10 | +12 | 5d6 (21) | 20 |
| Adult | L | 19d12+76 (199) | 23 | 10 | 19 | 14 | 15 | 14 | +19/+29 | +24 | +15 | +11 | +13 | 6d6 (23) | 21 |
| Mature adult | H | 22d12+110 (253) | 27 | 10 | 21 | 16 | 17 | 16 | +22/+38 | +28 | +18 | +13 | +16 | 7d6 (26) | 24 |
| Old | H | 25d12+125 (287) | 29 | 10 | 21 | 16 | 17 | 16 | +25/+42 | +32 | +19 | +14 | +17 | 8d6 (27) | 25 |
| Very old | H | 28d12+168 (350) | 31 | 10 | 23 | 18 | 19 | 18 | +28/+46 | +36 | +22 | +16 | +20 | 9d6 (30) | 28 |
| Ancient | H | 31d12+186 (387) | 33 | 10 | 23 | 18 | 19 | 18 | +31/+50 | +40 | +23 | +17 | +21 | 10d6 (31) | 29 |
| Wyrm | G | 34d12+238 (459) | 35 | 10 | 25 | 20 | 21 | 20 | +34/+58 | +42 | +26 | +19 | +24 | 11d6 (34) | 32 |
| Great wyrm | G | 37d12+296 (536) | 37 | 10 | 27 | 20 | 21 | 20 | +37/+62 | +46 | +28 | +20 | +25 | 12d6 (36) | 33 |
| Age | Speed | Initiative | AC | Special Abilities | Tinker Level | SR |
| Wyrmling | 60 ft., burrow 30 ft., fly 150 ft. (average) | +0 | 15 (+2 size, +3 natural), touch 12, flat-footed 15 | Immunity to fire, mending, vulnerability to cold | - | - |
| Very young | 60 ft., burrow 30 ft., fly 150 ft. (average) | +0 | 17 (+1 size, +6 natural), touch 11, flat-footed 17 | - | - | |
| Young | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 19 (+9 natural), touch 10, flat-footed 19 | 1st | - | |
| Juvenile | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 22 (+12 natural), touch 10, flat-footed 22 | Heat metal | 3rd | - |
| Young adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 24 (-1 size, +15 natural), touch 9, flat-footed 24 | DR 5/magic | 5th | 18 |
| Adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 27 (-1 size, +18 natural), touch 9, flat-footed 27 | Rusting grasp | 7th | 20 |
| Mature adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 29 (-2 size, +21 natural), touch 8, flat-footed 29 | DR 10/magic | 9th | 22 |
| Old | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 32 (-2 size, +24 natural), touch 8, flat-footed 32 | Wall of iron | 11th | 24 |
| Very old | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 35 (-2 size, +27 natural), touch 8, flat-footed 35 | DR 15/magic | 13th | 25 |
| Ancient | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 38 (-2 size, +30 natural), touch 8, flat-footed 38 | Blade barrier | 15th | 27 |
| Wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy) | +0 | 39 (-4 size, +33 natural), touch 6, flat-footed 39 | DR 20/magic | 17th | 28 |
| Great wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy) | +0 | 42 (-4 size, +36 natural), touch 6, flat-footed 42 | Greater fantastic machine | 19th | 30 |
At birth, an iron dragon's scales are a dull, mottled grey. As the dragon gets older, the scales become more metallic until they achieve the appearance of well-polished iron in late adulthood. The grand head-plates of an iron dragon are smooth and metallic. Wings and frills are a rusty hue toward the edges, spreading with age. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs.
CombatIron dragons would rather flee than fight. If forced into combat, they prefer to use their inventions to fight for them, and flee at the first opportunity.
Breath Weapon (Su): An iron dragon has one type of breath weapon, a line of fire.
Spell-Like Abilities: At will - mending; 3/day - heat metal (juvenile or older; radius 10 ft. x dragon's age category); 1/day - rusting grasp (adult or older), wall of iron (old or older), blade barrier (ancient or older), greater fantastic machine (great wyrm).
Skills: Craft (Any), Knowledge (Any), and Profession (Any) are considered class skills for iron dragons.
| Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC |
| Wyrmling | H | 40d12+360 (620) | 39 | 10 | 29 | 22 | 23 | 22 | +40/+62 | +54 | +31 | +22 | +28 | 15d6 (39) | 36 |
| Very young | H | 45d12+450 (742) | 43 | 10 | 31 | 26 | 27 | 26 | +45/+69 | +61 | +34 | +24 | +32 | 20d6 (42) | 40 |
| Young | G | 50d12+605 (930) | 47 | 10 | 33 | 30 | 31 | 30 | +50/+80 | +64 | +38 | +27 | +37 | 25d6 (46) | 45 |
| Juvenile | G | 55d12+715 (1072) | 51 | 10 | 37 | 34 | 35 | 34 | +55/+87 | +71 | +42 | +29 | +41 | 30d6 (50) | 49 |
| Young adult | G | 60d12+900 (1290) | 55 | 10 | 41 | 38 | 39 | 38 | +60/+94 | +78 | +47 | +32 | +36 | 35d6 (55) | 54 |
| Adult | G | 65d12+1105 (1527) | 59 | 10 | 45 | 42 | 43 | 42 | +65/+101 | +85 | +51 | +34 | +50 | 40d6 (59) | 58 |
| Mature adult | C | 70d12+1330 (1785) | 63 | 10 | 49 | 46 | 47 | 46 | +70/+112 | +88 | +56 | +37 | +55 | 45d6 (64) | 63 |
| Old | C | 75d12+1575 (2062) | 67 | 10 | 53 | 50 | 51 | 50 | +75/+119 | +95 | +60 | +39 | +59 | 50d6 (68) | 67 |
| Very old | C | 80d12+1840 (2360) | 71 | 10 | 57 | 54 | 55 | 54 | +80/+126 | +102 | +65 | +42 | +64 | 55d6 (73) | 72 |
| Ancient | C | 85d12+2125 (2677) | 75 | 10 | 61 | 58 | 59 | 58 | +85/+133 | +109 | +69 | +44 | +68 | 60d6 (77) | 76 |
| Wyrm | C+ | 90d12+2430 (3015) | 79 | 10 | 65 | 63 | 64 | 63 | +90/+140 | +116 | +74 | +47 | +73 | 65d6 (82) | 81 |
| Great wyrm | C+ | 95d12+2755 (3372) | 83 | 10 | 69 | 67 | 68 | 67 | +95/+147 | +123 | +78 | +49 | +77 | 70d6 (86) | 85 |
| Age | Speed | Initiative | AC | Special Abilities | Tinker Level | SR |
| Wyrmling | 60 ft., burrow 30 ft., fly 300 ft. (average) | +0 | 54 (-2 size, +6 deflection, +40 natural), touch 8, flat-footed 54 | Blade barrier, DR 20/epic, deflecting force, greater fantastic machine, heat metal, immunity to fire, immunity to force, mending, rusting grasp, wall of iron | 21st | 32 |
| Very young | 60 ft., burrow 30 ft., fly 300 ft. (average) | +0 | 61 (-2 size, +8 deflection, +45 natural), touch 8, flat-footed 61 | 24th | 35 | |
| Young | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 66 (-4 size +10 deflection, +50 natural), touch 6, flat-footed 66 | DR 25/epic | 27th | 38 |
| Juvenile | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 73 (-4 size, +12 deflection, +55 natural), touch 6, flat-footed 73 | SPELL 1 | 30th | 41 |
| Young adult | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 80 (-4 size, +14 deflection, +60 natural), touch 6, flat-footed 80 | DR 30/epic & silver | 33rd | 44 |
| Adult | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 87 (-4 size, +16 deflection, +65 natural), touch 6, flat-footed 87 | SPELL 2 | 36th | 47 |
| Mature adult | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 90 (-8 size, +18 deflection, +70 natural), touch 2, flat-footed 90 | DR 40/epic & silver | 39th | 50 |
| Old | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 97 (-8 size, +20 deflection, +75 natural), touch 2, flat-footed 97 | SPELL 3 | 42nd | 53 |
| Very old | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 104 (-8 size, +22 deflection, +80 natural), touch 2, flat-footed 104 | DR 50/epic & silver | 45th | 56 |
| Ancient | 60 ft., burrow 30 ft., fly 350 ft. (poor) | +0 | 111 (-8 size, +24 deflection, +85 natural), touch 2, flat-footed 111 | SPELL 4 | 48th | 59 |
| Wyrm | 60 ft., burrow 30 ft., fly 350 ft. (clumsy) | +0 | 118 (-8 size, +26 deflection, +90 natural), touch 2, flat-footed 118 | DR 60/epic & silver | 51st | 62 |
| Great wyrm | 60 ft., burrow 30 ft., fly 350 ft. (clumsy) | +0 | 125 (-8 size, +28 deflection, +95 natural), touch 2, flat-footed 125 | SPELL 5 | 54th | 65 |
When an iron dragon reaches the age of great wyrm, it sometimes chooses to undergo a rare metamorphosis. During this process the dragon must locate a vast quantity of lodestone. The dragon eats a quantity of the stone nearly equal to its own weight, and falls then falls into a deep, deathlike, hibernation. When the dragon awakens, typically after nearly one century of slumber, it finds itself smaller, faster, and capable of advancing to new heights of power.
CombatLike their younger cousins, magnetic dragons would rather flee than fight. When forced into combat, they prefer to use their inventions to fight for them, and back their creations up with their own potent abilities.
Breath Weapon (Su): A magnetic dragon has two types of breath weapon, a line of fire and a cone of magnetic force. Creatures within the cone take double damage if wearing metal armor. Creatures composed primarily of metal (such as an iron golem) take triple damage.
Deflecting Force (Su): A magnetic dragon is protected by a magnetic field that provides a deflection bonus to its AC. The deflection bonus is equal to the dragon's Charisma bonus.
Spell-Like Abilities: At will - heat metal, mending; 3/day - blade barrier, greater fantastic machine, rusting grasp, wall of iron, SPELL 1 (juvenile or older); 1/day - SPELL 2 (adult or older), SPELL 3 (old or older), SPELL 4 (ancient or older), SPELL 5 (great wyrm).
Skills: Craft (Any), Knowledge (Any), and Profession (Any) are considered class skills for magnetic dragons.
| Medium Monstrous Humanoid | |
| Hit Dice: | 5d8 (22 hp) |
| Initiative: | +2 |
| Speed: | 20 ft. (4 squares), fly 80 ft. (average) |
| Armor Class: | 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 |
| Base Attack/Grapple: | +5/+5 |
| Attack: | Claw +5 melee (1d6) |
| Full Attack: | 2 claws +5 melee (1d6) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | - |
| Special Qualities: | Low-light vision, toxic biology |
| Saves: | Fort +2, Ref +7, Will +6 |
| Abilities: | Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17 |
| Skills: | Intimidate +5, Listen +3, Spot +7, Survival +7 |
| Feats: | Dodge, Flyby Attack |
| Environment: | Toxen |
| Organization: | Solitary, pair, or flight (7-12) |
| Challenge Rating: | 3 |
| Treasure: | Standard |
| Alignment: | Usually neutral |
| Advancement: | By character class |
| Level Adjustment: | +0 |
The poisonous world of Toxen, is home to a variety of alien lifeforms. The iggnyak, children of Igg in their tongue, are the only sentient species native to the deadly world. Rarely encountered off of Toxen, the natives find the atmosphere of Mazer as noxious as the humans find theirs.
An iggnyak is roughly humanoid, with a generally insectile appearance. The creature's hunched back sports two veined wings, and the body is covered in a brittle crystaline carapace. An iggnyak has two multifaceted eyes, and a soft tube of a mouth designed to feed only upon fluids. The typical iggnyak is a blueish green, though rare individuals can demonstrate any coloration.
CombatWhen an iggnyak engages in battle, it prefers to use Flyby Attack and strike with its claws.
Toxic Biology (Ex): Iggnyak biology is fundamentally different than that of most creatures; normal (i.e non-magical) poisons have no effect upon them, unless alchemically created specifically for them (in which case it has no effect on creatures without a toxic biology). Conversely, normal atmospheres are anathema to the iggnyak. Oxygen is treated as an inhaled poison, with a Fortitude DC 30 that causes 1d10 Con damage on initial exposure, and again 1 minute later.
Skills: Iggnyak have a +4 racial bonus on Spot & Survival checks.
| Medium Animal | |
| Hit Dice: | 2d8+4 (13 hp) |
| Initiative: | +2 |
| Speed: | 50 ft. (10 squares) |
| Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 |
| Base Attack/Grapple: | +1/+2 |
| Attack: | Bite +3 melee (1d6+1) |
| Full Attack: | Bite +3 melee (1d6+1) |
| Space/Reach: | 5 ft./5 ft. |
| Special Attacks: | Trip |
| Special Qualities: | Low-light vision, scent, toxic biology |
| Saves: | Fort +5, Ref +5, Will +1 |
| Abilities: | Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 |
| Skills: | Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* |
| Feats: | TrackB, Weapon Focus (bite) |
| Environment: | Toxen |
| Organization: | Solitary, pair, or pack (7-16) |
| Challenge Rating: | 1 |
| Advancement: | 3 HD (Medium); 4-6 HD (Large) |
| Level Adjustment: | - |
Immagal are guardian creatures domesticated by the Iggnyak generations ago. Wild immagal are pack hunters known for their persistence and cunning.
Immagal have a striking resemblance to a giant four-legged tick. Their jaw, however, is trilaterally symmetrical capable of delivering vicious bites. Immagal bodies are protected by a brittle crystalline carapace, and come in a plethora of colors.
CombatA favorite tactic is to send a few individuals against the foe's front while the rest of the pack circles and attacks from the flanks or rear.
Toxic Biology (Ex): Immagal biology is fundamentally different than that of most creatures; normal (i.e non-magical) poisons have no effect upon them, unless alchemically created specifically for them (in which case it has no effect on creatures without a toxic biology). Conversely, normal atmospheres are anathema to the immagal. Oxygen is treated as an inhaled poison, with a Fortitude DC 30 that causes 1d10 Con damage on initial exposure, and again 1 minute later.
Trip (Ex): An immagal that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the immagal.
Skills: *Immagal have a +4 racial bonus on Survival checks when tracking by scent.