Empyreal Dragon (Ancient)
Creature 19 (uncommon) — divine, dragon, holy
AnvilCrasherLANDAERIALdragondivineholy
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 great
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 acrobatics +31, athletics +35, diplomacy +31, Heaven Lore +32, intimidation +31, medicine +35, religion +32, society +30
Str
+8
Dex
+4
Con
+6
Int
+4
Wis
+7
Cha
+5
AC 43
Fort +31
Ref +31
Will +35
+2 status to all saves vs. divine
HP 350
Immunities fear-effects, paralyzed, sleep
Weaknesses unholy 15
Speed 80 feet, fly 200 feet
Offense
Melee Jaws (holy, magical, reach-20, unarmed) +35, Damage 1d8 spirit plus 4d10+16 piercing
Melee Claws (agile, holy, magical, reach-15) +35, Damage 4d8+16 slashing plus 1d8 spirit
Melee Tail (holy, magical, reach-25) +33, Damage 1d8 spirit plus 4d10+16 bludgeoning
Melee Wing (agile, holy, reach-20) +26, Damage 1d8 spirit plus 3d10+16 slashing
Abilities
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. Divine —
Divine Deflection —
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.
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 (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.
Draconic Frenzy — The dragon makes two claw Strikes and one wing Strike in any order.
Draconic Momentum — The dragon recharges their Spirit Breath whenever they score a critical hit with a Strike.
Halo Pulse (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.
Repulsion Each creature must succeed at a DC 41 Fortitude save or be pushed until it's no longer in the aura.
Restoration (healing, vitality) Each creature recovers 9d8 healing{9d8 Hit Points}.
Restriction (incapacitation, mental) Creatures must succeed at a DC 41 Will save or be Slowed 1 (Slowed 2 on a critical failure) while they remain within the aura. Regardless of the result, a creature is then temporarily immune to restriction for 1 minute.
The dragon can't use Halo Pulse again for 1d4 rounds.
Repulsion Each creature must succeed at a DC 41 Fortitude save or be pushed until it's no longer in the aura.
Restoration (healing, vitality) Each creature recovers 9d8 healing{9d8 Hit Points}.
Restriction (incapacitation, mental) Creatures must succeed at a DC 41 Will save or be Slowed 1 (Slowed 2 on a critical failure) while they remain within the aura. Regardless of the result, a creature is then temporarily immune to restriction for 1 minute.
Spirit Breath (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.
The dragon can't use Spirit Breath again for 1d4 rounds.
Divine Innate Spells DC 41, attack +33
7th Interplanar Teleport (At Will, Self Only)
5th Truespeech (Constant)
3rd Holy Light (At Will)
1st Heal
WORKS WELL WITH
SnareLAND / AERIALA controller that keeps targets adjacent turns the multi-strike combo into consistent damage instead of wasted actions.
WeaverLAND / AERIALA support caster fills in debuffs the dragon's single spellcasting slot and aura alone can't provide.
FlankerLAND / AERIALA mobile skirmisher exploits the openings left when the dragon commits its full combo to one target.
PUNISHES
✖ clumping✖ overextending in melee✖ low Fortitude
Avoid pairing with another huge melee brute; the encounter can bottleneck around a single chokepoint instead of pressuring the whole party.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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