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Requiem Dragon (Young, Spellcaster)

Creature 11 — divine, dragon

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 +24
Skills 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 Ref +18 Will +24
HP 190
Immunities death-effects, paralyzed, sleep
Speed 40 feet, fly 120 feet, swim 40 feet

Offense

Melee Horn +24, Damage 2d10+10 piercing plus 1d8 spirit
Melee Claw +24, Damage 2d8+10 slashing plus 1d8 spirit
Melee Tail +22, Damage 2d8+10 bludgeoning plus 1d8 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.
+2 Status to All Saves vs. Divine
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.
Withhold Death (divine) —
Dooming Breath (divine, spirit) — Energy from Creation's Forge erupts from the dragon's mouth, dealing 9d8 spirit damage in a 60-foot type: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 — Grab

Spells

Ghostly Tragedy (rank 4)
Talking Corpse (rank 4)
Vital Beacon (rank 4)
Ring of Truth (rank 3)
Safe Passage (rank 3)
See the Unseen (rank 2)
Share Life (rank 2)
Guidance (rank 1)
Haunting Hymn (rank 1)
Heal (rank 1)
Heal (rank 1)
Message (rank 1)
Protection (rank 1)
Sanctuary (rank 1)
Sigil (rank 1)
Spirit Link (rank 1)
Stabilize (rank 1)
Stabilize (rank 1)
Thoughtful Gift (rank 1)

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