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
Racial Modifiers
+4 Perception

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)

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, At will—Detect Thoughts, At will—Elemental Body III, At will—Teleport, Greater, At will—Gust Of Wind, At will—Hold Monster, At will—Identify, At will—Light, At will—Lightning Bolt, At will—Mage Hand, At will—Message, 7/day—Break Enchantment, 7/day—Cure Serious Wounds, 7/day—Neutralize Poison, 7/day—Remove Disease, 3/day—Control Water, 3/day—Control Weather, 3/day—Control Winds, 3/day—Heal, 3/day—Plane Shift
cleric spells prepared:
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
Languages
Celestial, Draconic, Infernal; speak with animals, truespeech
Source
Bestiary 2
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