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Requiem Archdragon

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 places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments.

Recall Knowledge - Dragon (Arcana): DC 53
Unspecific Lore: DC 51
Specific Lore: DC 48

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Requiem ArchdragonCreature 25

Rare Gargantuan Divine Dragon 
Source Draconic Codex pg. 90
Perception +44; lifesense 150 feet, scent (imprecise) 60 feet, status sight
Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian
Skills Acrobatics +40, Athletics +46, Diplomacy +42, Medicine +49, Religion +46, River of Souls Lore +42
Str +10, Dex +6, Con +7, Int +6, Wis +12, Cha +7
Soul Journey (divine, exploration) The dragon spends 1 hour to travel through planar channels to reach the River of Souls, and then reach 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.
AC 52; Fort +40, Ref +38, Will +44; +2 status to all saves vs. divine
HP 530; Immunities death effects, paralyzed, sleep
Soul Anchor [reaction] (divine) Trigger A creature within 60 feet would drop to 0 Hit Points; Effect The dragon anchors the triggering creature's soul to their 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 attempts for 24 hours.Withhold Death [reaction] (divine) Trigger The dragon is critically hit by an attack; Effect The dragon resists the loosening of their own soul, preventing some of the damage. The dragon gains resistance 25 to all damage against the triggering attack.
Speed 70 feet, fly 210 feet, swim 70 feet
Melee [one-action] horn +45 [+40/+35] (magical, reach 20 feet), Damage 4d10+2+20 piercing plus 2d8 spiritMelee [one-action] claw +45 [+41/+37] (agile, magical, reach 15 feet), Damage 4d6+2+20 slashing plus 2d8 spiritMelee [one-action] tail +43 [+38/+33] (magical, reach 25 feet), Damage 4d8+2+20 bludgeoning plus 2d8 spiritDivine Innate Spells DC 50 (+4 dmg); 10th heal (Ă—3); 9th heal (Ă—4); Cantrips (10th) stabilize
Dooming Breath [two-actions] (divine, spirit) The raw energy of Creation's Forge streams from the dragon's mouth, dealing 20d8 spirit damage in a 150-foot line (DC 50 basic Reflex save). Undead creatures who fail the save must also succeed at a DC 50 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.Draconic Frenzy [two-actions] The dragon makes two claw strikes and one tail strike in any order.Draconic Momentum The dragon recharges their Dooming Breath whenever they score a critical hit with a Strike.Redirect River [one-action] (concentrate, death, divine) The requiem dragon redirects a small portion of the River of Souls, using their body as a spiritual connection. The river swells around them, filling the area in a 20-foot emanation for 1 round, becoming difficult terrain to all other creatures. Additionally, creatures that begin their turn in the emanation or enter it for the first time each round must succeed a DC 50 basic Fortitude save or become drained 1 and doomed 1. If the target is already drained or doomed, the value increases by 1 (to a maximum of 4). The dragon can Sustain the effect.Soul Shield [two-actions] (concentrate, divine) Frequency once per day; Effect The requiem dragon uses their life essence to create a shield of spiritual energy around a creature within 60 feet. The shield creates a link between the dragon and the creature with the effects of share life except that the effect doesn't end regardless of distance and remains for 1 hour. In addition, the creature gains resistance 15 to physical and spirit damage that applies to the half of damage it receives. The dragon can Dismiss the effect.Spare the Dying, Free the Tormented [two-actions] (concentrate, divine, healing, manipulate, vitality) Frequency once per hour; Effect The requiem dragon flaps their mighty wings to produce a gust of energy from Creation's Forge. Each dying creature within a 200-foot emanation immediately loses the dying condition, though it remains unconscious at 0 Hit Points. Each creature with void healing in the same area takes 16d6 vitality damage (DC 50 basic Fortitude save); a creature who is reduced to 0 Hit Points by this damage is immediately destroyed and its soul returns to the River of Souls, even if that creature has an ability like rejuvenation. The dragon can choose to exclude as many creatures from this effect as they wish.

All Monsters in "Dragon, Requiem"

NameLevel
Requiem Archdragon24

Dragon, Requiem

Source Monster Core 2 pg. 126
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 places like Heaven or Hell, though these dragons never swear true allegiance to these planes. Requiem dragons fill their lairs along the River of Souls—patchworks of somber architecture rescued from other planes—with invaluable records and mementos of great accomplishments.

Dragon

Related Groups Dragon, Adamantine, Dragon, Barrage, Dragon, Bog, Dragon, Brine, Dragon, Cinder, Dragon, Cloud, Dragon, Conspirator, Dragon, Coral, Dragon, Crystal, Dragon, Delight, Dragon, Despair, Dragon, Diabolic, Dragon, Empyreal, Dragon, Executor, Dragon, Forest, Dragon, Fortune, Dragon, Horned, Dragon, Magma, Dragon, Mirage, Dragon, Mocking, Dragon, Oath, Dragon, Omen, Dragon, Phase, Dragon, Resurrection, Dragon, Rime, Dragon, Rune, Dragon, Sage, Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Stormcrown, Dragon, Time, Dragon, Umbral, Dragon, Underworld, Dragon, Vizier, Dragon, Vorpal, Dragon, Wailing, Dragon, Whisper, Dragon, Wish, Dragonet, Wyrmwraith
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.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.

No Icon Alternate Abilities

A requiem dragon’s control over souls manifests in various ways. You can apply the following adjustments to a requiem dragon of any age.

Some requiem dragons are spiteful enough to try to bring a living creature along with them when they die. To create a dragon with this ability, replace Withhold Death with the following.

Die Together [reaction] (divine, incapacitation, void) Trigger The dragon dies; Effect The dragon tethers their soul to the soul of a living creature within 60 feet, pulling it along into death. The target must attempt a Fortitude save.
Critical Success The target is unaffected.
Success The target takes void damage equal to half the damage dealt by the dragon’s Dooming Breath.
Failure The target takes void damage equal to the damage dealt by the dragon’s Dooming Breath.
Critical Failure The target drops to 0 Hit Points and becomes dying 1, or increases its dying condition by 1 if it’s already dying. While the target is dying, the dragon remains at 1 Hit Point and dies instantly if the target loses the dying condition.

Requiem dragons who specialize in fighting against and alongside armies can let out a mighty roar that frightens their enemies and bolsters their allies. To create a dragon with this ability, replace Draconic Frenzy with the following.

Soul Roar [one-action] (auditory, emotion, fear, mental, spirit) Frequency once per round; Effect The dragon lets out a mighty roar that rouses their allies and rattles the souls of their enemies. Each ally in a 120-foot emanation gains temporary Hit Points equal to the dragon’s level that last for 1 minute, while each enemy within that area must attempt a Will save.
Critical Success The creature is unaffected and is immune to Soul Roar for 1 minute.
Success The creature is frightened 1.
Failure The creature is frightened 2 and doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 4).
Critical Failure The creature gains the fleeing condition for 1 round, is frightened 4, and is doomed 1. If the target is already doomed, the doomed value increases by 1 (to a maximum of doomed 4).