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From Pathfinder Lost Omens Draconic Codex, which isn't enabled.

Empyreal Archdragon

CREATURE 23

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 greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.


Perception +40; darkvision, lifesense (imprecise) 30 feet, scent (imprecise) 60 feet
Languages Chthonian, Common, Diabolic, Draconic, Empyrean, Fey, Necril; Truespeech
Skills Acrobatics +36, Athletics +43, Diplomacy +36, Heaven Lore +37, Intimidation +36, Medicine +41, Religion +37, Society +35
Str +10, Dex +8, Con +9, Int +7, Wis +9, Cha +8
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.


AC 49; Fort +36, Ref +36, Will +40; +2 status to all saves vs. divine
HP 450; Immunities fear effects, paralyzed, sleep; Weaknesses unholy 20
+2 Status to All Saves vs. Divine
Divine Deflection
Trigger The dragon is critically hit by an attack

Effect Divine power intercedes, preventing some of the damage. The dragon gains resistance 20 to all damage against the triggering attack.
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.


Speed 90 feet, fly 220 feet
Melee Jaws +41 (holy, magical, reach 20, unarmed), Damage 1d8 spirit plus 4d10+20 piercing
Melee Claws +41 (agile, holy, magical, reach 15), Damage 4d8+20 slashing plus 1d8 spirit
Melee Tail +39 (holy, magical, reach 25), Damage 1d8 spirit plus 4d10+20 bludgeoning
Melee Wing +39 (agile, holy, reach 20), Damage 1d8 spirit plus 3d10+20 slashing
Divine Innate Spells DC 46, attack +38; 10th Manifestation; 9th Heal; 7th Interplanar Teleport (At Will, Self Only), Holy Light (At Will); Constant (5th) Truespeech
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 46 Fortitude save or be pushed until it's no longer in the aura.
  • Restoration (healing, vitality) Each creature recovers 11d8 Hit Points.
  • Restriction (incapacitation, mental) Creatures must succeed at a DC 46 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.
Luminous Form (divine, fire, holy, light, spirit, visual)

The dragon transforms into a being of pure light for 1 minute, shedding bright light in a 30-foot emanation. While in their heavenly form, the dragon's melee Strikes deal an additional 1d6 fire damage and 1d6 spirit damage. Creatures with the unholy trait that can see the light must make a DC 46 Fortitude save or be Blinded for 1 round (blinded for 1 minute on a critical failure); they are then temporarily immune for 1 minute.

Spirit Breath (divine, holy, spirit)

The dragon unleashes a blast of holy fire that deals 19d8 spirit damage in a 60-foot cone (DC 46 basic Reflex save).

The dragon can't use Spirit Breath again for 1d4 rounds.

Pathfinder Lost Omens Draconic CodexORC