DraconalCreature 20
Source Pathfinder Monster Core 2
Perception +36 (darkvision, truesight (precise) 60 feet)
Languages Diabolic, Draconic, Empyrean, Speak With Animals, Truespeech
Skills Lore +36, Arcana +38, Crafting +30, Deception +35, Diplomacy +37, Intimidation +35, Medicine +34, Nature +34, 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;
HP 370
Speed 30 feet (fly 90 feet)
Jaws
+38 (+33, +28) to hit (holy, magical, reach 15) 3d12+18 PiercingClaw
+38 (+34, +30) to hit (agile, holy, magical, reach 10) 3d8+18 SlashingBreath of Wisdom
(divine, holy)The draconal breathes a blast of energy that deals 21d6 spirit damage to creatures they choose to damage in a 60-foot cone (DC 44 reflex save). They can make this efect nonlethal for selected creatures in the area or choose not to damage certain creatures at all. They can't use Breath of Wisdom again for 1d4 rounds.
Dragon's WisdomDraconals embody the core value of wisdom, and all wisdom is obtained through understanding. If a draconal successfully Recalls Knowledge about a creature, they learn their highest weakness in addition to any other obtained knowledge, and any spirit damage they do to that creature becomes damage of their highest known weakness instead.
Divine Innate Spells (DC 46, +38 to hit)
1st Level: Heal
2nd Level: Dispel Magic, Speak with Animals (Constant)
5th Level: Breath of Life, Truespeech (Constant)
6th Level: Truesight (Constant)
7th Level: Divine Decree
8th Level: Earthquake
9th Level: Implosion, Wrathful Storm
10th Level: Manifestation
1st Level: Lay on Hands
Dragon agathions, known as draconals, number among the most powerful of their kin and also the wisest, embodying the wisdom of a 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.
As celestial beings, draconals are opposed to unholy and wicked forces. They're patient and ageless creatures, and their machinations against the forces of evil sometimes move at a glacial pace. Draconals tend to have more immediate and direct impact working as mentors to mortals. They can provide counsel and knowledge to individuals or groups of heroes working against wickedness, guiding the mortals to excise evil with scalpel-like precision. This mentorship also allows a draconal to maintain their focus on planar matters or a larger, long-term plan against evil. Some draconals see the presence of evil as something useful, a motivation to stir benevolent creatures into action. To mortals, this outlook can sometimes appear as indifference, but draconals rarely knowingly allow an evil to grow out of hand.
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. Each draconal often embodies a core wisdom of some kind. This wisdom often affects their physical appearance in distinct ways. For example, a draconal who believes the greatest wisdom is in understanding yourself will likely have refective scales, allowing those who look upon them to see themselves fully. Because of this, draconals come in all different shapes, sizes, and colors.
Traits
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.
AgathionThis 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.
CelestialCreatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.
HolyEffects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.