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)
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

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

celestial focus, divine insight, 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:
(CL 24th; concentration +30)

Constant-speak with animals

At will-beast shape II, command (DC 17), detect thoughts, elemental body III (air or water elementals only), greater teleport (self plus 50 lbs. of objects only), gust of wind, hold monster (DC 20), identify, light, lightning bolt (DC 19), mage hand, message

7/day-break enchantment, cure serious wounds, neutralize poison, remove disease

3/day-control water, control weather, control winds, heal, plane shift (DC 23)

cleric spells prepared:
(CL 17th; concentration +23)

9th-implosion (DC 26), storm of vengeanceD (DC 26)

8th-demandD, earthquake, quickened holy smite (DC 21)

7th-empowered breath of life, empowered flame strike (DC 22), holy word (DC 24), quickened invisibility purge, repulsionD (DC 24)

6th-animate objects, blade barrierD (DC 23), find the path, heal, heroes' feast, quickened remove paralysis

5th-breath of life, dispel evilD, flame strike (DC 22), greater command (DC 22), spell resistance, true seeing

4th-cure critical wounds (3), freedom of movement, holy smiteD (DC 21), repel vermin (DC 21)

3rd-bestow curse (DC 20), daylight, dispel magic, helping hand, magic vestmentD, prayer, protection from energy

2nd-align weaponD (good only), calm emotions (DC 19), enthrall, hold person (DC 19), lesser restoration (2), shield other

1st-bless, detect undead, divine favorD, obscuring mist, remove fear, sanctuary (DC 18), shield of faith

0-detect poison, guidance, purify food and drink, stabilize

D domain spell; Domains Good, Nobility

Details
Type
Outsider
Alignment
NG
Size
Large
Environment
any air (Nirvana)
Senses
blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +48
Languages
Celestial, Draconic, Infernal; speak with animals, truespeech
Source
Bestiary 2