Agathion, Draconal
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.
- 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
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)
Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Skill Focus (Perception), Spell Penetration
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.</p><p class="stat-block-2">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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> 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.</p><p class="stat-block-2">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.</p>
<p class="stat-block-1"> 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.</p>
<p class="stat-block-1"> You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.</p>
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
- 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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