Requiem Dragon (Adult, Spellcaster)
Creature 15 — divine, dragon
MenderCrasherLANDAERIALAQUATICdivinedragonspirit
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
Source: pathfinder-monster-core-2
Perception +29; darkvision, lifesense (imprecise) 90 feet, scent (imprecise) 60 feet; status sight
Languages chthonian, common, daemonic, draconic, empyrean, requian
Skills acrobatics +25, athletics +30, diplomacy +27, medicine +33, religion +30, River of Souls Lore +27
Str
+8
Dex
+5
Con
+6
Int
+5
Wis
+8
Cha
+6
AC 36
Fort +26
Ref +23
Will +29
HP 270
Immunities death-effects, paralyzed, sleep
Speed 50 feet, fly 150 feet, swim 50 feet
Offense
Melee Horn (magical, reach-15) +30, Damage 3d10+12 piercing plus 2d8 spirit
Melee Claw (agile, magical, reach-10) +30, Damage 3d6+12 slashing plus 2d8 spirit plus Grab
Melee Tail (magical, reach-20) +28, Damage 3d8+12 bludgeoning plus 2d8 spirit
Abilities
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.
Soul Anchor (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 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.
Withhold Death (divine) —
Dooming Breath (divine, spirit) — Energy from Creation's Forge erupts from the dragon's mouth, dealing 12d8 spirit damage in a 90-foot line (DC 36 Reflex save). Undead creatures who fail the save must also succeed at a DC 36 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.
Soul Shield (concentrate, divine) — Frequency once per day
Effect The requiem dragon uses their life essence to create a shield of spiritual energy around a creature within 60 feet. The shield creates a link between the dragon and the creature with the effects of Share Life except that the effect doesn't end regardless of distance and remains for 1 hour. In addition, the creature gains resistance 5 to physical and spirit damage that applies to the half of damage it receives. The dragon can Dismiss the effect.
Effect The requiem dragon uses their life essence to create a shield of spiritual energy around a creature within 60 feet. The shield creates a link between the dragon and the creature with the effects of Share Life except that the effect doesn't end regardless of distance and remains for 1 hour. In addition, the creature gains resistance 5 to physical and spirit damage that applies to the half of damage it receives. The dragon can Dismiss the effect.
Grab —
Divine Prepared Spells DC 36, attack +28
6th Field of Life, Raise Dead
5th Banishment, Breath of Life, Invoke Spirits
4th Ghostly Tragedy, Talking Corpse, Vital Beacon (×2)
3rd Ring of Truth, Safe Passage
2nd See the Unseen, Share Life
1st Protection (×2), Sanctuary, Spirit Link, Thoughtful Gift
Cantrips (6th) Guidance, Haunting Hymn, Message, Sigil, Stabilize
Divine Innate Spells DC 33
1st Heal (×2), Heal (×3)
Cantrips (1st) Stabilize
WORKS WELL WITH
AnvilLANDA durable frontline body can absorb hits while this dragon keeps the party alive with anchoring and shielding support.
SniperAERIALA ranged striker exploits extended reach for zone control while the dragon shields the frontline from lethal blows.
SnareLANDA controller that keeps enemies grouped lets the dragon's breath weapon punish the whole cluster at once.
PUNISHES
✖ death-effect reliance✖ clumping✖ execute reliance
Avoid stacking multiple Menders; sustain beyond what the encounter's damage output requires becomes wasted actions.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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