Library / Bestiary

Agathion, Draconal

CR 20.00 Outsider NG Large

Draconals are mighty agathion lords, few in number and greatly removed from mortal affairs. They watch over powerful magic and are direct agents of the gods and the needs of the good planes. Patient and ageless, they plan for the long term, which often frustrates mortal creatures who seek to gain their assistance with a threat in the here and now. A draconal would rather support or enhance a group of heroes than tackle a problem directly, maintaining its focus on planar matters.

Draconals are attuned to nature and believe in cycles of life and death. Though they are good, they understand that the presence of evil gives good creatures something to strive against, preventing stagnation and complacency. This means their outlook sometimes appears almost neutral, though they hate suffering and needless death.

STR
36
DEX
15
CON
27
INT
24
WIS
24
CHA
23
HP
324 (24d10+192); regeneration 10 (evil weapons and spells)
AC
36, touch 18, flat-footed 33 (+2 Dex, +1 dodge, +6 insight, +18 natural, -1 size; +4 deflection vs. evil)
Speed
40 ft., fly 120 ft. (average)
Init
+6
Melee
bite +36 (2d6+13 plus 1d6 energy), 2 claws +31 (1d8+6 plus 1d6 energy)
Space
10 ft.
Reach
10 ft.
BAB
+24
CMB
+38
CMD
57 (can't be tripped)
Fort
+22
Ref
+16
Will
+17; +4 vs. poison, +4 resistance vs. evil
DR
15/evil and silver
SR
31
Aura
protective aura (20 ft.)
Racial Modifiers
+4 Perception

Weapons: Martial, Simple

breath weapon (120-ft. line, 20d6 energy damage, Reflex DC 30 half, usable once every 1d4 rounds)

Celestial Focus — A draconal's color indicates aspects of its power and attunement to the powers of the good planes. These determine the draconal's breath weapon, the additional energy damage of its claw and bite attacks, additional resistances and immunities, and its additional domain choices (see Spells, below).

Divine Insight — A draconal adds its Charisma bonus as an insight bonus to Armor Class.

lay on hands (10d6, 16/day, as a 20th-level paladin)

Universal Monster Rules

Breath Weapon (120-ft. line, 20d6 energy damage, Reflex DC 30 half, usable once every 1d4 rounds) Su from Universal Monster Rule
Some creatures can exhale a cone, line, or cloud of energy or other magical effects. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 the breathing creature's racial HD + the breathing creature's Con modifier; the exact DC is given in the creature's descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also includes notes on how often it can be used, even if this number is limited in times per day.

Special Abilities

1d6 Energy (bite) from rider
Celestial Focus from text
A draconal's color indicates aspects of its power and attunement to the powers of the good planes. These determine the draconal's breath weapon, the additional energy damage of its claw and bite attacks, additional resistances and immunities, and its additional domain choices (see Spells, below).
Divine Insight from text
A draconal adds its Charisma bonus as an insight bonus to Armor Class.
Lay On Hands (10d6, 16/day, as a 20th-level paladin) from text

Feats, Traits & Items

Alertness from Feat

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Calculated: +2 Perception, +2 Sense Motive
Combat Casting from Feat

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Dodge from Feat

You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Calculated: +1 Ac
Empower Spell from Feat

All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

Calculated: +2 Spell Penetration

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Iron Will from Feat

You get a +2 bonus on all Will saving throws.

Calculated: +2 Will
Mobility from Feat

You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Power Attack from Feat

You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Quicken Spell from Feat

Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.

A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

Skill Focus (Perception) from Feat

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Calculated: +3 Skill Bonus
Spell Penetration from Feat

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Calculated: +2 Spell Penetration

Acrobatics +25, Bluff +29, Diplomacy +26, Escape Artist +22, Heal +27, Intimidate +29, Knowledge (arcana) +30, Knowledge (nature) +27, Knowledge (planes) +34, Knowledge (religion) +31, Perception +48, Sense Motive +34, Spellcraft +27, Stealth +21, Use Magic Device +26

spell-like abilities:
Constant—Speak With Animals, At will—Beast Shape II, At will—Command (DC 17), At will—Detect Thoughts (DC 18), At will—Elemental Body III, At will—Teleport, Greater, At will—Gust Of Wind (DC 18), At will—Hold Monster, At will—Identify, At will—Light, At will—Lightning Bolt (DC 19), At will—Mage Hand, At will—Message, 7/day—Break Enchantment (DC 21), 7/day—Cure Serious Wounds (DC 19), 7/day—Neutralize Poison (DC 19), 7/day—Remove Disease (DC 19), 3/day—Control Water, 3/day—Control Weather, 3/day—Control Winds (DC 21), 3/day—Heal (DC 21), 3/day—Plane Shift (DC 23)
cleric spells prepared:
9th—Implosion (DC 26), 9th—Storm Of Vengeance (DC 26), 8th—Demand (DC 25), 8th—Earthquake (DC 25), 8th—Holy Smite (DC 21), 7th—Breath Of Life (DC 22), 7th—Flame Strike (DC 21), 7th—Holy Word (DC 23), 7th—Invisibility Purge, 7th—Repulsion (DC 23), 6th—Animate Objects, 6th—Blade Barrier (DC 23), 6th—Find The Path, 6th—Heal (DC 22), 6th—Heroes' Feast, 6th—Remove Paralysis (DC 19), 5th—Breath Of Life (DC 22), 5th—Flame Strike (DC 21), 5th—Command, Greater (DC 22), 5th—Spell Resistance (DC 22), 5th—True Seeing (DC 23), 4th—Cure Critical Wounds (DC 21), 4th—Freedom Of Movement (DC 21), 4th—Holy Smite (DC 21), 4th—Repel Vermin, 3rd—Bestow Curse (DC 21), 3rd—Daylight, 3rd—Dispel Magic, 3rd—Helping Hand, 3rd—Magic Vestment (DC 20), 3rd—Prayer, 3rd—Protection From Energy (DC 20), 2nd—Align Weapon (DC 19), 2nd—Calm Emotions (DC 19), 2nd—Enthrall (DC 19), 2nd—Hold Person (DC 20), 2nd—Restoration, Lesser (DC 18), 2nd—Shield Other (DC 19), 1st—Bless, 1st—Detect Undead, 1st—Divine Favor, 1st—Obscuring Mist, 1st—Remove Fear (DC 18), 1st—Sanctuary (DC 18), 1st—Shield Of Faith (DC 18), 0—Detect Poison, 0—Guidance (DC 17), 0—Purify Food And Drink (DC 17), 0—Stabilize (DC 17)
Details
Type
Outsider
Alignment
NG
Size
Large
Environment
any air (Nirvana)
Organization
solitary, pair, or flight (3-6)
Treasure
double
Senses
blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +48
Aura
protective aura (20 ft.)
Languages
Celestial, Draconic, Infernal; speak with animals, truespeech
Source
Bestiary 2
Source

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
83 House/Core

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