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)
- 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)
Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Skill Focus (Perception), 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
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)
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
- 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
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