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Draconal (Yellow)Creature 20


NGLargeAgathionCelestial
Source Pathfinder Bestiary 3
Perception +36 (darkvision; true seeing)
Languages Celestial, Draconic, Infernal, Speak With Animals, Tongues
Skills Arcana +38, Crafting +30, Deception +35, Diplomacy +37, Intimidation +35, Medicine +34, Nature +34, Lore +36, Religion +36, Society +32, Survival +32
Str +10, Dex +5, Con +8, Int +8, Wis +10, Cha +9

AC 45; Fort +34; Reflex +31; Will +38; circle of protection
HP 370 (regeneration 20 (deactivated by evil)
Speed 30 feet (fly 90 feet)
Weaknesses Evil 15
Resistances Acid 15

Jaws One Action +38 (+33, +28) to hit (good, magical, reach 15) 3d12+18 Piercing + 4d6 Acid + 1d6 Good
Claw One Action +38 (+34, +30) to hit (agile, good, magical, reach 10) 3d8+18 Slashing + 1d6 Good + 4d6 Acid

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

Regeneration 20 (Deactivated by Evil)

This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.

Dragon's Salvation Reaction

Trigger A creature within the draconal's reach would take damage.


Effect Before applying the damage, the draconal casts Lay on Hands on the triggering creature.

Breath Weapon Two Actions (divine, evocation)

The draconal breathes a blast of energy that deals 21d6 acid damage to creatures they choose to damage in a 60-foot cone (DC 44 basic reflex save).

They can make this effect nonlethal for selected creatures in the area or choose not to damage certain creatures at all.

They can't use Breath Weapon again for 1d4 rounds.

Dragon's Wisdom

Draconals embody the core value of wisdom, but every path to wisdom and enlightenment differs, so draconals' powers vary by temperament and coloration. A draconal's scale color determines their associated energy damage type.

They gain resistance 15 to that damage type, deal 4d6 extra damage of that type with their Strikes, and deal 21d6 damage of that type with their breath weapon. They gain additional wisdom in the form of the basic and advanced domain spells from one domain, chosen from four domains available to draconals with their scale color.


Note: Choose the domain powers from the available domains according to the Draconal's scale color and add them to the "Champion Focus Spell" spellcasting entry.


Divine Innate Spells (DC 46, +38 to hit)

1st Level: Heal
2nd Level: Dispel Magic, Speak with Animals (Constant)
3rd Level: Circle of Protection (Constant)
5th Level: Breath of Life, Tongues (Constant)
6th Level: True Seeing (Constant)
7th Level: Divine Decree
8th Level: Earthquake
9th Level: Implosion, Storm of Vengeance
10th Level: Miracle

Champion Focus Spells (DC 46, +38 to hit)

1st Level: Lay on Hands, Lay on Hands (Vs. Undead)


These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.

All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.

Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or-even worse-that their forms are a curse or punishment.


Dragon agathions, known as draconals, number among the most powerful of their kin, and also the wisest, embodying the wisdom of the benevolent philosopher-king. With their wisdom comes an elevation above material matters, making them the most removed from the troubles and lives of mortals. Draconals serve as the guardians of powerful magic, and they dispense their wisdom in service of the greater good of Nirvana and the celestial planes.

Draconals appear more draconic than humanoid. They walk on their hind legs and balance on their long, serpent like tails. Sharp claws tip their scaled humanoid hands.

Similar to true dragons, a draconal's coloration signifies different breath weapons, traits, and resistances. Draconals also choose spells from one of four domains. All have the options of the air and healing domains, but their color determines the other two. Black draconals breathe and are resistant to fire, and their additional domain options are fire and luck. Red draconals have the same fire breath and resistance, but their additional domain options are protection and sun. Green and white draconals breathe and are resistant to cold, but green draconals have the options of nature and water domains while white draconals have the options of freedom and repose. Yellow draconals breathe and are resistant to acid, and their additional domain options are earth and luck.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Agathion

This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.