Resurrection Dragon (Ancient, Spellcaster)
Creature 17 (uncommon) — divine, dragon
WeaverMenderLANDAERIALdragondivinevoid
Resurrection dragons teeter between life and death. They have a mastery of vital energies, allowing them to restore life to the dead, and a mastery of void energies, to bestow death on others. They make use of their abilities to play with the lives of mortals, calling on spirits to aid them or reviving creatures they find important or interesting. The lair of a resurrection dragon is generally a barren place. While they still hoard wealth like other dragons, they do little to decorate their lair
Source: pathfinder-monster-core-2
Perception +32; darkvision, scent (imprecise) 60 feet
Languages common, draconic, necril
Skills acrobatics +28, arcana +28, athletics +33, diplomacy +31, medicine +33, Necromancy Lore +36, religion +33, stealth +30
Str
+9
Dex
+5
Con
+6
Int
+5
Wis
+9
Cha
+6
AC 39
Fort +28
Ref +27
Will +32
HP 320
Immunities death-effects, paralyzed, sleep
Resistances spirit 20
Speed 50 feet, fly 200 feet
Offense
Melee Jaws (magical, reach-15) +33, Damage 3d12+15 piercing plus 1d6 void
Melee Claw (agile, magical, reach-10) +33, Damage 3d10+15 slashing
Melee Tail (magical, reach-20) +31, Damage 3d12+15 bludgeoning
Abilities
Reawaken! (divine, spirit, vitality) —
Risen Commander (divine) — A resurrection dragon has a strong connection with its minions and can Sustain Summon Undead or Invoke Spirits as a free action once per turn.
Siphon Life (divine, healing, vitality) —
Arise! (divine, exploration, healing) — The resurrection dragon uses their mastery over life energy to cast their own soul into the Boneyard and pull a willing creature's soul back to its body in a process that takes 1 hour. This has the effects of Raise Dead, except the maximum level of the target is 13th and the soul is tethered to the dragon's. Only one creature can be tethered to the dragon's soul at a time. If the creature and the dragon are no longer on the same plane or the dragon dies, the raised creature dies and can't be raised with Arise! again. The dragon can Dismiss the connection at any time. Doing so doesn't prevent the dragon from raising the creature with Arise! again.
While raised in this way, the creature is still a valid target for raise dead , Resurrect, and similar effects. Returning the creature to life in this way fully restores the creature, severing the connection to the dragon and allowing the dragon to establish a connection with a different creature.
While raised in this way, the creature is still a valid target for raise dead , Resurrect, and similar effects. Returning the creature to life in this way fully restores the creature, severing the connection to the dragon and allowing the dragon to establish a connection with a different creature.
Necro Puppeteer (divine, void) — The dragon siphons energy into an undead creature, a dying creature, or a corpse they can see within 60 feet. The dragon moves the target creature 30 feet and causes it to unleash a wave of void energy in a 10-foot emanation, dealing 6d8 void damage (DC 32 Reflex save).
Soul Siphoning Breath (divine, void) — The dragon unleashes a torrent of divine energy, dealing 16d6 void damage in a 50-foot cone (DC 38 Fortitude save) that draws the life force from creatures within. The dragon gains fast healing 15 until their Soul Siphoning Breath recharges. The resurrection dragon can't use Soul Siphoning Breath again for 1d4 rounds.
Divine Prepared Spells DC 38, attack +30
8th Moment of Renewal
7th Execute, Regenerate
6th Field of Life, Raise Dead (×2)
5th Invoke Spirits
4th Talking Corpse
3rd Vampiric Feast
2nd Dispel Magic, Final Sacrifice, Share Life, Spirit Sense, Sudden Blight
1st Command, Grim Tendrils, Harm (×2), Heal (×2), Infuse Vitality, Summon Undead (×3)
Cantrips (8th) Detect Magic, Guidance, Haunting Hymn, Read Aura, Stabilize
Divine Innate Spells DC 38
6th Raise Dead
5th Invoke Spirits (×2)
4th Talking Corpse (At Will)
1st Harm (×2), Summon Undead (At Will)
Cantrips (6th) Guidance, Stabilize, Void Warp
WORKS WELL WITH
AnvilLAND / AERIALA durable frontline body absorbs melee pressure so the dragon can spend actions sustaining its undead servants and casting.
CrasherLAND / AERIALA hard-hitting bruiser forces the party to commit resources to a second threat while the dragon manipulates the dying and dead.
SnareLAND / AERIALA controller that keeps the party grouped turns the dragon's cone breath into a high-value action instead of a partial hit.
PUNISHES
✖ clumping✖ leaving allies dying unstabilized✖ low Fortitude
Works well with · Punishes · Pairing advice
Unlock with Tactics
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