Archives of Nethys

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Template Grafts | Universal Monster Rules


Mech Grafts


Colossus

Source Mechageddon! pg. 158
Colossi are massive kaiju found on Daimalko and other worlds.
Traits: Gargantuan or larger.
Abilities: Demolish Structures (Ex): A colossus’s natural weapons ignore the hardness of structures not made of adamantine alloy or a harder material. Against structures made of such materials, a colossus’s natural weapons ignore half of the structure’s hardness.
Sense the Masses (Su): Large concentrations of sapient creatures are like beacons that call to colossi. A colossus can sense groups of 2,000 or more such creatures gathered together in a single settlement at a range of 5 miles. This ability does not allow a colossus to know how many creatures are in a given location, but does allow it to pinpoint pockets of sapient life and know which pockets are the most populous.

Mechademon

Source Mechageddon! pg. 163
This template graft turns an outsider into an appropriate combatant for mech tiers equal to its base CR.
Required Creature Type: Outsider.
Abilities: Abyssal Core: All mechademons use their body as an energy core and they start combat with 2 Power Points (PP), which they can use as though they were a mech. They do not generate PP normally. A mechademon can generate 1 PP by drawing on their body’s reserve, which reduces their current Hit Points by 10% of their total Hit Points. It does not take an action to generate PP.
Fused Form: For effects targeting creatures by type, mechademons count as both their original creature type and constructs (whichever type allows an ability to affect them for abilities that affect only one type, and whichever type is worse for abilities that affect both creature types). They receive a +2 species bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. Mechademons use the mech combat rules. When a mechademon would suffer a system failure, they suffer the wound critical hit effect (no save).
Mech Tier: The mechademon has a mech tier equal to its base CR. Their new CR increases by 3. Increase the creature’s size by two steps (minimum size Huge).
Mechanized Offenses: The mechademon’s attacks deal low weapon damage for their mech tier and are considered to be mounted on the mechademon’s upper limbs. Any critical hit effects from their weapons instead use the rules for mech critical hit effects.
Mechanized Statistics: The mechademon gains Shield Points (SP) equal to 4 × its tier, Hit Points equal to 5 × their base CR, and a +4 bonus to attacks. Their saving throw bonuses, ability DCs, and base spell DCs increase by 2. They gain a bonus to Strength equal to 1/3 of their mech tier.
Technowhip: Add a technowhip attack. A technowhip is a melee mech weapon mounted on the mechademon’s frame with the analog, reach, and trip special properties. It deals medium damage for their mech tier. On a critical hit, the technowhip lets out a blast of radiation (medium for mech tier 1–4, high for tier 5–9, severe for tier 10+) that affects the target of the critical hit. If the target is a mech, the radiation blast affects all operators of that mech. The technowhip has the following Power Point ability.
Whip Crack (2 PP) As a standard action, the mechademon makes an attack against multiple targets in an area as though the technowhip had the blast weapon special property. The length of the cone equals the mechademon’s reach with the weapon.