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Empyreal Dragon (Ancient, Spellcaster)Creature 19


Uncommon​Gargantuan​Divine​Dragon​Holy​
Source Pathfinder Monster Core
Perception +35 (darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet)
Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Fey, Necril, Truespeech
Skills Lore +32, Acrobatics +31, Athletics +35, Diplomacy +31, Intimidation +31, Medicine +35, Religion +32, Society +30
Str +8, Dex +4, Con +6, Int +4, Wis +7, Cha +5

AC 43; Fort +31; Reflex +31; Will +35; +2 status to all saves vs. divine
HP 350
Speed 80 feet (fly 200 feet)
Immunities fear effects, paralyzed, sleep
Weaknesses Unholy 15

Jaws One Action +35 (+30, +25) to hit (holy, magical, reach 20, unarmed) 4d10+16 Piercing
Claws One Action +35 (+31, +27) to hit (agile, holy, magical, reach 15) 4d8+16 Slashing
Tail One Action +33 (+28, +23) to hit (holy, magical, reach 25) 4d10+16 Bludgeoning
Wing One Action +26 (+22, +18) to hit (agile, holy, reach 20) 3d10+16 Slashing

Lifesense (Imprecise) 30 feet

Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.

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.

+2 Status to All Saves vs. DivineDivine Deflection Reaction

Trigger The dragon is critically hit by an attack


Effect Divine power intercedes, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack.

Inspiring Presence (aura, emotion, mental)

60 feet.

The mere sight of an empyreal dragon motivates other creatures. Creatures within the aura gain a +1 status bonus to saving throws and skill checks. The empyreal dragon can't gain the benefit of their own aura or other actions that use the aura, and they can choose to exclude any creatures from any benefit of the aura or action that uses the aura.

Direct Halo One Action (concentrate, divine, manipulate)

The dragon tosses their halo to a square within 90 feet. While the halo is deployed in this way, the dragon loses their inspiring presence aura, and the aura instead emanates from the halo with the same emanation radius. The dragon can Sustain to recall the halo from any distance. The halo is made of pure light—it doesn't occupy space and can't be targeted or destroyed in any way.

Halo Pulse Two Actions (concentrate, divine)

The dragon chooses one effect to impose on creatures in their inspiring presence aura.

The dragon can't use Halo Pulse again for 1d4 rounds.

Spirit Breath Two Actions (divine, holy, spirit)

The dragon unleashes a blast of holy fire that deals 16d8 spirit damage in a 50-foot cone (DC 41 reflex save).

The dragon can't use Spirit Breath again for 1d4 rounds.


Divine Prepared Spells (DC 41, +35 to hit)

Cantrips (10th Level): Detect Magic, Divine Lance, Guidance, Shield, Stabilize
1st Level: Bless, Mending, Sanctuary
2nd Level: Clear Mind, Dispel Magic, Everlight, Share Life, Sound Body
3rd Level: Bind Undead, Ring of Truth
4th Level: Unfettered Movement, Vital Beacon
5th Level: Breath of Life, Sending
6th Level: Field of Life, Spirit Blast
7th Level: Divine Decree, Energy Aegis, Planar Seal, Regenerate, Sunburst
8th Level: Divine Inspiration, Moment of Renewal
9th Level: Overwhelming Presence

Divine Innate Spells (DC 41, +33 to hit)

1st Level: Heal
3rd Level: Holy Light (At Will)
5th Level: Truespeech (Constant)
7th Level: Interplanar Teleport (At Will, Self Only)


The three major celestial planes—Heaven, Nirvana, and Elysium—each have their own respective dragons. Empyreal dragons have a direct connection to Heaven. Using the blessings of Heaven, empyreal dragons protect others and intercede against wickedness. Empyreal dragons are wise, considerate, and compassionate. When speaking with others, empyreal dragons are patient and understanding.


Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Divine

This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Dragon

Dragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.

Holy

Effects 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.