XP 307,200
NG Large outsider (agathion, extraplanar, good)
Init +6; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +48
Aura protective aura (20 ft.)
DEFENSE
AC 36, touch 18, flat-footed 33 (+2 Dex, +1 dodge, +6 insight, +18 natural, –1 size) (+4 deflection vs. evil)
hp 324 (24d10+192); regeneration 10 (evil weapons and spells)
Fort +22, Ref +16, Will +17; +4 vs. poison, +4 resistance vs. evil
DR 15/evil and silver; Immune one energy type (see Celestial Focus), electricity, petrification; Resist cold 10, sonic 10; SR 31
OFFENSE
Speed 40 ft., fly 120 ft. (average)
Melee bite +36 (2d6+13 plus 1d6 energy), 2 claws +31 (1d8+6 plus 1d6 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (120-ft. line, 20d6 energy damage, Reflex DC 30 half, usable once every 1d4 rounds)
Spell-Like Abilities (CL 24th; concentration +30)
Constant—speak with animals
At will—beast shape II, command (DC 17), detect thoughts, elemental body III (air or water elementals only), greater teleport (self plus 50 lbs. of objects only), gust of wind, hold monster (DC 20), identify, light, lightning bolt (DC 19), mage hand, message
7/day—break enchantment, cure serious wounds, neutralize poison, remove disease
3/day—control water, control weather, control winds, heal, plane shift (DC 23)
Cleric Spells Prepared (CL 17th; concentration +23)
9th—implosion (DC 26), storm of vengeanceD (DC 26)
8th—demandD, earthquake, quickened holy smite (DC 21)
7th—empowered breath of life, empowered flame strike (DC 22), holy word (DC 24), quickened invisibility purge, repulsionD (DC 24)
6th—animate objects, blade barrierD (DC 23), find the path, heal, heroes’ feast, quickened remove paralysis
5th—breath of life, dispel evilD, flame strike (DC 22), greater command (DC 22), spell resistance, true seeing
4th—cure critical wounds (3), freedom of movement, holy smiteD (DC 21), repel vermin (DC 21)
3rd—bestow curse (DC 20), daylight, dispel magic, helping hand, magic vestmentD, prayer, protection from energy
2nd—align weaponD (good only), calm emotions (DC 19), enthrall, hold person (DC 19), lesser restoration (2), shield other
1st—bless, detect undead, divine favorD, obscuring mist, remove fear, sanctuary (DC 18), shield of faith
0 (at will)—detect poison, guidance, purify food and drink, stabilize
D domain spell; Domains Good, Nobility
STATISTICS
Str 36, Dex 15, Con 27, Int 24, Wis 24, Cha 23
Base Atk +24; CMB +38; CMD 57 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Skill Focus (Perception), Spell Penetration
Skills Acrobatics +25, Bluff +29, Diplomacy +26, Escape Artist +22, Heal +27, Intimidate +29, Knowledge (arcana) +30, Knowledge (nature) +27, Knowledge (planes) +34, Knowledge (religion) +31, Perception +48, Sense Motive +34, Spellcraft +27, Stealth +21, Use Magic Device +26; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ celestial focus, divine insight, lay on hands (10d6, 16/day, as a 20th-level paladin)
SPECIAL ABILITIES
Celestial Focus (Ex)
A draconal’s color indicates aspects
of its power and attunement to the powers of the good
planes (see Draconal Colors, below). These determine the draconal’s breath weapon,
the additional energy damage of its claw and bite attacks,
additional resistances and immunities, and its additional
domain choices (see Spells, below).
Divine Insight (Su)
A draconal adds its Charisma bonus as an
insight bonus to Armor Class.
Protective Aura (Su)
Against attacks made or effects created
by evil creatures, this ability provides a +4 deflection bonus
to AC and a +4 resistance bonus on saving throws to anyone
within 20 feet of the draconal. Otherwise, it functions
as a magic circle against evil effect and a lesser globe of
invulnerability, both with a radius of 20 feet (caster level
equals draconal’s HD). (The defensive benefits from the
circle are not included in a draconal’s stat block.)
Spells
Draconals cast spells as 17th-level clerics. Like
clerics, they have access to two domains, selecting from
the following list: Air, Good, Nobility, Weather, and two
additional domain options based on their color (see below). The majority of draconals choose Good and Nobility
as their domains (as represented by this stat block).
Draconals have a domain spell slot at each spell level but do
not gain the granted powers of their chosen domains, nor
do they gain access to other cleric abilities.