Bestiary of Ironspace

Dragons

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.



Iron Dragon

Dragon (Earth)
Environment: Any Temperate or Warm
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2-5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard
Alignment: Often neutral
Advancement: Wyrmling 5-6 HD; very young 8-9 HD; young 11-12 HD; juvenile 14-15 HD; young adult 17-18 HD; adult 20-21 HD; mature adult 23-24 HD; old 26-27 HD; very old 29-30 HD; ancient 32-33 HD; wyrm 35-36 HD; great wyrm 38-39 HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others -

Iron Dragons by Age
AgeSizeHit Dice (hp)StrDexConIntWisChaBase Attack/ GrappleAttackFort SaveRef SaveWill SaveBreath Weapon (DC)Frightful Presence DC
WyrmlingT4d12+4 (30)111013101110+4/-4+6+5+4+41d6 (13)-
Very youngS7d12+7 (52)131013101110+7/+4+9+6+5+52d6 (14)-
YoungM10d12+20 (85)151015121312+10/+12+12+9+7+83d6 (17)-
JuvenileM13d12+26 (110)171015121312+13/+16+16+10+8+94d6 (18)-
Young adultL16d12+48 (152)191017141514+16/+24+19+13+10+125d6 (21)20
AdultL19d12+76 (199)231019141514+19/+29+24+15+11+136d6 (23)21
Mature adultH22d12+110 (253)271021161716+22/+38+28+18+13+167d6 (26)24
OldH25d12+125 (287)291021161716+25/+42+32+19+14+178d6 (27)25
Very oldH28d12+168 (350)311023181918+28/+46+36+22+16+209d6 (30)28
AncientH31d12+186 (387)331023181918+31/+50+40+23+17+2110d6 (31)29
WyrmG34d12+238 (459)351025202120+34/+58+42+26+19+2411d6 (34)32
Great wyrmG37d12+296 (536)371027202120+37/+62+46+28+20+2512d6 (36)33

Iron Dragon Abilities by Age
AgeSpeedInitiativeACSpecial AbilitiesTinker LevelSR
Wyrmling60 ft., burrow 30 ft., fly 150 ft. (average)+015 (+2 size, +3 natural), touch 12, flat-footed 15Immunity to fire, mending, vulnerability to cold--
Very young60 ft., burrow 30 ft., fly 150 ft. (average)+017 (+1 size, +6 natural), touch 11, flat-footed 17 --
Young60 ft., burrow 30 ft., fly 200 ft. (poor)+019 (+9 natural), touch 10, flat-footed 191st-
Juvenile60 ft., burrow 30 ft., fly 200 ft. (poor)+022 (+12 natural), touch 10, flat-footed 22Heat metal3rd-
Young adult60 ft., burrow 30 ft., fly 200 ft. (poor)+024 (-1 size, +15 natural), touch 9, flat-footed 24DR 5/magic5th18
Adult60 ft., burrow 30 ft., fly 200 ft. (poor)+027 (-1 size, +18 natural), touch 9, flat-footed 27Rusting grasp7th20
Mature adult60 ft., burrow 30 ft., fly 200 ft. (poor)+029 (-2 size, +21 natural), touch 8, flat-footed 29DR 10/magic9th22
Old60 ft., burrow 30 ft., fly 200 ft. (poor)+032 (-2 size, +24 natural), touch 8, flat-footed 32Wall of iron11th24
Very old60 ft., burrow 30 ft., fly 200 ft. (poor)+035 (-2 size, +27 natural), touch 8, flat-footed 35DR 15/magic13th25
Ancient60 ft., burrow 30 ft., fly 200 ft. (poor)+038 (-2 size, +30 natural), touch 8, flat-footed 38Blade barrier15th27
Wyrm60 ft., burrow 30 ft., fly 250 ft. (clumsy)+039 (-4 size, +33 natural), touch 6, flat-footed 39DR 20/magic17th28
Great wyrm60 ft., burrow 30 ft., fly 250 ft. (clumsy)+042 (-4 size, +36 natural), touch 6, flat-footed 42Greater fantastic machine19th30

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.

Combat

Iron 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.



Magnetic Dragon

Dragon (Force)
Environment: Any land or underground
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or pair); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1-2 and 2-12 iron dragon offspring)
Challenge Ratings: Wyrmling 23; very young 29; young 31; juvenile 35; young adult 38; adult 41; mature adult 45; old 47; very old 49; ancient 53; wyrm 60; great wyrm 69
Treasure: Triple standard
Alignment: Often neutral
Advancement: Wyrmling 41-44 HD; very young 46-49 HD; young 51-54 HD; juvenile 56-59 HD; young adult 61-64 HD; adult 66-69 HD; mature adult 71-74 HD; old 76-79 HD; very old 81-84 HD; ancient 86-89 HD; wyrm 91-94 HD; great wyrm 96+ HD

Magnetic Dragons by Age
AgeSizeHit Dice (hp)StrDexConIntWisChaBase Attack/ GrappleAttackFort SaveRef SaveWill SaveBreath Weapon (DC)Frightful Presence DC
WyrmlingH40d12+360 (620)391029222322+40/+62+54+31+22+2815d6 (39)36
Very youngH45d12+450 (742)431031262726+45/+69+61+34+24+3220d6 (42)40
YoungG50d12+605 (930)471033303130+50/+80+64+38+27+3725d6 (46)45
JuvenileG55d12+715 (1072)511037343534+55/+87+71+42+29+4130d6 (50)49
Young adultG60d12+900 (1290)551041383938+60/+94+78+47+32+3635d6 (55)54
AdultG65d12+1105 (1527)591045424342+65/+101+85+51+34+5040d6 (59)58
Mature adultC70d12+1330 (1785)631049464746+70/+112+88+56+37+5545d6 (64)63
OldC75d12+1575 (2062)671053505150+75/+119+95+60+39+5950d6 (68)67
Very oldC80d12+1840 (2360)711057545554+80/+126+102+65+42+6455d6 (73)72
AncientC85d12+2125 (2677)751061585958+85/+133+109+69+44+6860d6 (77)76
WyrmC+90d12+2430 (3015)791065636463+90/+140+116+74+47+7365d6 (82)81
Great wyrmC+95d12+2755 (3372)831069676867+95/+147+123+78+49+7770d6 (86)85

Magnetic Dragon Abilities by Age
AgeSpeedInitiativeACSpecial AbilitiesTinker LevelSR
Wyrmling60 ft., burrow 30 ft., fly 300 ft. (average)+054 (-2 size, +6 deflection, +40 natural), touch 8, flat-footed 54Blade barrier, DR 20/epic, deflecting force, greater fantastic machine, heat metal, immunity to fire, immunity to force, mending, rusting grasp, wall of iron21st32
Very young60 ft., burrow 30 ft., fly 300 ft. (average)+061 (-2 size, +8 deflection, +45 natural), touch 8, flat-footed 61 24th35
Young60 ft., burrow 30 ft., fly 350 ft. (poor)+066 (-4 size +10 deflection, +50 natural), touch 6, flat-footed 66DR 25/epic27th38
Juvenile60 ft., burrow 30 ft., fly 350 ft. (poor)+073 (-4 size, +12 deflection, +55 natural), touch 6, flat-footed 73SPELL 130th41
Young adult60 ft., burrow 30 ft., fly 350 ft. (poor)+080 (-4 size, +14 deflection, +60 natural), touch 6, flat-footed 80DR 30/epic & silver33rd44
Adult60 ft., burrow 30 ft., fly 350 ft. (poor)+087 (-4 size, +16 deflection, +65 natural), touch 6, flat-footed 87SPELL 236th47
Mature adult60 ft., burrow 30 ft., fly 350 ft. (poor)+090 (-8 size, +18 deflection, +70 natural), touch 2, flat-footed 90DR 40/epic & silver39th50
Old60 ft., burrow 30 ft., fly 350 ft. (poor)+097 (-8 size, +20 deflection, +75 natural), touch 2, flat-footed 97SPELL 342nd53
Very old60 ft., burrow 30 ft., fly 350 ft. (poor)+0104 (-8 size, +22 deflection, +80 natural), touch 2, flat-footed 104DR 50/epic & silver45th56
Ancient60 ft., burrow 30 ft., fly 350 ft. (poor)+0111 (-8 size, +24 deflection, +85 natural), touch 2, flat-footed 111SPELL 448th59
Wyrm60 ft., burrow 30 ft., fly 350 ft. (clumsy)+0118 (-8 size, +26 deflection, +90 natural), touch 2, flat-footed 118DR 60/epic & silver51st62
Great wyrm60 ft., burrow 30 ft., fly 350 ft. (clumsy)+0125 (-8 size, +28 deflection, +95 natural), touch 2, flat-footed 125SPELL 554th65

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.

Combat

Like 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.



Iggnyak

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.

Combat

When 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.



Immagal

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.

Combat

A 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.