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Starmetal Wyrm

This sleek, raptor-like dragon has polished, adamantine scales.

Starmetal WyrmCR 10

XP 9,600
CE Large dragon
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15

AC 24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)
hp 115 (11d12+44)
Fort +11, Ref +8, Will +10
DR 10/adamantine; Immune cold, fire, paralysis, pattern effects, sleep

Speed 40 ft., fly 80 ft. (clumsy)
Melee adamantine bite +17 (2d6+10), 2 adamantine claws +17 (1d8+7)
Space 10 ft.; Reach 5 ft.
Special Attacks breath weapon (60-ft. line, DC 19, 6d6 plus blindness, usable every 1d4 rounds)
Spell-Like Abilities (CL 11th)

At will—dancing lights (0), flare (0) (DC 10)
1/hour—rainbow pattern (4th) (DC 15)

Str 25, Dex 12, Con 19, Int 12, Wis 13, Cha 12
Base Atk +11; CMB +19; CMD 30 (34 vs. trip)
Feats Cleave, Improved Initiative, Improved Vital Strike, Iron Will, Power Attack, Vital Strike
Skills Bluff +15, Fly +9, Intimidate +15, Knowledge (arcana) +15, Perception +15, Sense Motive +15, Stealth +11
Languages Common, Draconic
SQ no breath, starflight

Environment any land or underground
Organization solitary
Treasure double (adamantine scales)

Breath Weapon (Su) A starmetal wyrm's breath weapon is a line of starlight. Any creature in the area of the breath weapon is blinded. A successful save to halve the damage dealt by the breath weapon also negates this blindness. This is a light effect.
Starflight (Su) A starmetal dragon can survive in the void of outer space. It flies through space at an incredible speed. Although exact travel times vary, a trip within a single solar system should take 3d20 hours, while a trip beyond should take 3d20 days (or more, at the GM's discretion)—provided the starmetal dragon knows the way to its destination.