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Requiem Dragon (Young, Spellcaster)Creature 11


Large​Divine​Dragon​
Source Pathfinder Monster Core 2
Perception +24 (darkvision, lifesense (imprecise) 60 feet, scent (imprecise) 60 feet, status sight)
Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian
Skills Lore +21, Acrobatics +19, Athletics +23, Diplomacy +21, Medicine +26, Religion +23
Str +7, Dex +4, Con +5, Int +4, Wis +7, Cha +5

AC 30; Fort +21; Reflex +18; Will +24; +2 status to all saves vs. divine
HP 190
Speed 40 feet (fly 120 feet, swim 40 feet)
Immunities death effects, paralyzed, sleep

Horn One Action +24 (+19, +14) to hit (magical, reach 10) 2d10+10 Piercing
Claw One Action +24 (+20, +16) to hit (agile, magical) 2d8+10 Slashing
Tail One Action +22 (+17, +12) to hit (magical, reach 15) 2d8+10 Bludgeoning

Soul Journey (divine, exploration)

The dragon spends 1 hour traveling through planar channels to reach the River of Souls, and then reaches any point along the river. This has the effects of Interplanar Teleport, except that the dragon can arrive precisely where they like on any major plane.

Status Sight

The requiem dragon automatically knows the Hit Points of all creatures they can see.

+2 Status to All Saves vs. DivineSoul Anchor Reaction (divine)

A creature within 60 feet would drop to 0 Hit Points


Effect The dragon anchors the triggering creature's soul to its body. The creature remains at 1 Hit Point, becomes Doomed 2, and gains fast healing equal to the dragon's level for 1 minute. The creature becomes temporarily immune to further Soul Anchor usages for 24 hours.

Effect: Soul Anchor

Withhold Death Reaction (divine)

Trigger The dragon is critically hit by an attack


Effect The dragon resists the loosening of its own soul, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack.

Dooming Breath Two Actions (divine, spirit)

Energy from Creation's Forge erupts from the dragon's mouth, dealing 9d8 spirit damage in a 60-foot line (DC 30 reflex save). Undead creatures who fail the save must also succeed at a DC 30 will save or become Doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of Doomed 4). The dragon can't use Dooming Breath again for 1d4 rounds.

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Divine Prepared Spells (DC 30, +22 to hit)

Cantrips (6th Level): Guidance, Haunting Hymn, Message, Sigil, Stabilize
1st Level: Protection, Sanctuary, Spirit Link, Thoughtful Gift
2nd Level: See the Unseen, Share Life
3rd Level: Ring of Truth, Safe Passage
4th Level: Ghostly Tragedy, Talking Corpse, Vital Beacon

Divine Innate Spells (DC 27, +0 to hit)

Cantrips (6th Level): Stabilize
1st Level: Heal (2x)


Requiem dragons are stewards of the River of Souls and the process through which souls reach their final destination in the afterlife. The safe journey of a soul is of utmost importance to a requiem dragon, and some will follow individual souls from their first entry into the river through to their judgment in the Boneyard and eventually to their ultimate resting place. Most requiem dragons tie themselves to specific planes and shepherd any souls bound to that plane, leading to dragons linked to places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments.


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.

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.