Draconal — Celestial Dragon-Lords of Breath and Wisdom
“Draconal — noble sky‑borne sentinels of goodness, blending draconic might and divine insight to shape the fate of worlds and enlighten mortal champions.”

A Draconal is a rare and majestic agathion lord of the skies, a large serpentine humanoid with sweeping wings and a horned crown that radiates serene authority and ancient power; borne from the air realms of Nirvana, it watches over powerful magic and cosmic balance, guiding heroes and shaping fate with celestial might and inscrutable wisdom.
Appearance:
A Draconal is a majestic fusion of serpent, humanoid, and dragon, towering with broad, powerful wings, scaled limbs, a long sinuous tail, and a regal crown of horns; its draconic visage radiates timeless wisdom and celestial authority that can be mistaken for a true dragon at a glance.
Behaviour:
Patient and inscrutable, they observe cosmic events with sage calm, preferring to guide or empower mortal champions rather than engage directly in fleeting worldly conflicts; their actions blend serene contemplation with decisive intervention when ancient balances are threatened.
Habitat:
Native to the lofty aeries of Nirvana’s air realms, They patrol open skies and mystical heights, occasionally manifesting where powerful magic stirs or where forces of good are in jeopardy; they claim vast, sacred territories invisible to lesser beings.
Modus Operandi:
In combat or crisis, Draconals unleash sweeping breath weapons, divine spells, and protective auras, wielding both martial might and celestial magic with precision; outside battle, they act as mentors, portents, or guardians of arcane secrets, always weighing actions against the grand tapestry of existence.
Motivation:
Driven by celestial purpose and cosmic balance, Draconals seek to uphold goodness across the planes, preserve life’s natural cycles, and shepherd the virtuous — even when such devotion demands patience beyond mortal lifetimes or choices that mortals misinterpret as aloofness.
Draconal 5e 2024
Draconal, Pathfinder
Draconal

Large celestial (agathion), neutral good
Armor Class: 20 (natural armor)
Hit Points: 242 (20d10 + 140)
Speed: 40 ft., fly 80 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 26 (+8) | 14 (+2) | 24 (+7) | 20 (+5) | 22 (+6) | 22 (+6) |
Saving Throws: Con +14, Wis +13, Cha +13
Skills: Insight +13, Perception +14, Persuasion +13
Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks; cold, fire, acid, lightning, thunder (see Celestial Attunement)
Damage Immunities: chosen elemental type (see Celestial Attunement), poison
Condition Immunities: poisoned, charmed
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 24
Languages: Celestial, Draconic, Infernal; telepathy 120 ft.
Challenge: 20 (25,000 XP)
Celestial Attunement (Color Variant)
At the start of each day, choose one elemental type based on the Draconal’s coloration: fire, cold, acid, lightning, or thunder.
- The Draconal is immune to that type.
- Its breath weapon deals that type of damage.
- Its melee attacks deal an extra 7 (2d6) damage of that type.
(Colors such as red, white, yellow, black, or green correspond to different elements and domains in lore.)
Celestial Aura
The Draconal emits a 20-foot aura of protection. Allies in this aura gain:
- +2 bonus to AC
- +2 bonus on saving throws
This aura also functions as a constant Protection from Evil and Good centered on the Draconal (even for allies).
Innate Spellcasting
The Draconal’s spellcasting ability is Wisdom (spell save DC 21). It can innately cast the following spells, requiring no material components:
- At will: detect evil and good, tongues, telekinesis (self only)
- 3/day each: greater restoration, plane shift (self + willing), control weather
- 1/day each: holy aura, true seeing
Actions
Multiattack. They make three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 20 (2d6 + 8) piercing damage plus elemental damage from Celestial Attunement.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Hit: 17 (1d8 + 8) slashing damage plus elemental damage from Celestial Attunement.
Breath Weapon (Recharge 5–6). The Draconal exhales elemental energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 20d6 damage of its Celestial Attunement type on a failed save, or half as much on a successful one.
Lay on Hands (3/Day). The Draconal heals itself or a creature it touches for 40 hit points.
Legendary Actions
The Draconal can take 3 legendary actions, choosing from the options below. It regains spent legendary actions at the start of its turn.
- Detect. The Draconal makes a Wisdom (Perception) check.
- Wing Buffet. Each creature within 15 feet must succeed on a DC 21 Strength saving throw or be knocked prone.
- Cast a Spell (Costs 2 Actions). The Draconal casts an innate spell or one from its spell list.
Lair Action
On initiative count 20 (losing initiative ties), the Draconal can invoke its mastery over the skies to cause one of the following effects:
- Conjure strong winds in a 60-foot radius (as control winds).
- Call down a bolt of celestial energy at a point it can see within 120 ft.; creatures within 10 feet must succeed on a DC 21 Dexterity save or take 6d8 radiant damage (half).
Tactics
Draconals prefer to support allies and shape the battlefield before engaging directly, using spells like control weather and plane shift to change terrain or reposition foes. In combat, they remain mobile with flight, unleash their breath weapon against clustered enemies, and use their aura to bolster companions and ward against evil influences.
Lore
Draconals are ancient celestial lords native to the air realms of good-aligned planes, serving as guardians of powerful magic and agents of divine will. Though benevolent, they operate on cosmic timescales and may regard mortal concerns with serene detachment, stepping in directly only against threats of great import.
Draconal

This noble creature seems to be part serpent, part humanoid, and part dragon, with great wings and a crown of horns.
Agathion Draconal CR 20
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.
ECOLOGY
Environment any air (Nirvana)
Organization solitary, pair, or flight (3–6)
Treasure double
Draconals are mighty agathion lords, few in number and greatly removed from mortal affairs. They watch over powerful magic and are direct agents of the gods and the needs of the good planes. Patient and ageless, they plan for the long term, which often frustrates mortal creatures who seek to gain their assistance with a threat in the here and now. A draconal would rather support or enhance a group of heroes than tackle a problem directly, maintaining its focus on planar matters.
Draconals are attuned to nature and believe in cycles of life and death. Though they are good, they understand that the presence of evil gives good creatures something to strive against, preventing stagnation and complacency. This means their outlook sometimes appears almost neutral, though they hate suffering and needless death.
Draconal Colors
A draconal’s coloration represents mystical elements relating to energy, life, and the natural world. These colors are normally chromatic rather than metallic, and an ignorant person seeing a draconal’s colors may mistake her for an evil half-dragon. However, some draconals have metallic or gem-like coloration; for example, a yellow draconal may appear mustard yellow or metallic gold, while a white draconal may be chalk white, pearlescent white, or metallic silver. Draconals can change their coloration after a lengthy period of meditation, but normally only do this in response to some horrible evil that requires their direct intervention. This change affects the draconals’ personality, and may alter their physical shape or apparent gender.
- Black: Black is a balance between male and female energy, and represents the sky, stars, immortality, and leadership. Black draconals are immune to fire damage, and their breath weapon is fire. A black draconal adds Fire, Glory, and Luck to its list of possible domains.
- Green: Green is slightly skewed toward masculinity. It represents wood, plants, and flowers. Green draconals are immune to cold damage, and their breath weapon is cold. A green draconal adds Animal, Plant, and Water to its list of possible domains.
- Red: Red is a strongly masculine color, and most red draconals are male or have aggressive or gregarious personalities. Red represents fire, light, and warding against bad luck. Red draconals are immune to fire damage, and their breath weapon is fire. A red draconal adds Fire, Protection, and Sun to its list of possible domains.
- White: White is slightly skewed toward femininity, and most white draconals are female or have protective or serene personalities. White represents brightness, fulfillment, metal, mourning, and purity. White draconals are immune to cold damage, and their breath weapon is cold. A white draconal adds Artifice, Liberation, and Repose to its list of possible domains.
- Yellow: Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck. Yellow draconals are immune to acid, and their breath weapon is acid. A yellow draconal adds Earth, Glory, and Luck to its list of possible domains.
Section 15: Copyright Notice
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors WolfgangBaur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, TimHitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, RobMcCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on materialby Jonathan Tweet, Monte Cook, and Skip Williams.
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