All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Vorpal Archdragon

Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe's head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body's destruction. It's not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace.

Recall Knowledge - Dragon (Arcana): DC 47
Unspecific Lore: DC 45
Specific Lore: DC 42

Elite | Normal | Weak
Proficiency without Level

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

Weak Vorpal ArchdragonCreature 20

Rare Gargantuan Arcane Dragon Metal 
Source Draconic Codex pg. 193
Perception +36; darkvision, scent (imprecise) 150 feet
Languages Aklo, Common, Draconic, Fey, Talican
Skills Acrobatics +35, Arcana +40, Athletics +41, Diplomacy +32, Intimidation +35, Nature +38
Str +11, Dex +6, Con +7, Int +7, Wis +6, Cha +6
AC 44; Fort +39, Ref +33, Will +36; +2 status to all saves vs. arcane
HP 370; Immunities confused, decapitation, paralysis, sleep
Resistances fire 25, physical 20 (except adamantine bludgeoning)Cutting Rebuke [reaction] Trigger A creature within reach of the dragon's chin blade that the dragon can see makes a Strike against the dragon; Effect The dragon makes a chin blade Strike against the triggering creature.
Speed 25 feet, fly 200 feet
Melee [one-action] chin blade +37 [+32/+27] (magical, reach 20 feet), Damage 4d8-2+21 slashing plus vorpal bindingMelee [one-action] claw +37 [+33/+29] (agile, magical, reach 15 feet), Damage 4d6-2+21 slashingMelee [one-action] tail +35 [+30/+25] (magical, reach 25 feet, sweep), Damage 4d12-2+21 slashingRanged [one-action] pinion +33 [+29/+25] (agile, magical, propulsive, range increment 120 feet, versatile P), Damage 4d8-2+16 slashingArcane Innate Spells DC 42 (-4 dmg); 10th beheading buzz saw, field of razors; 8th seal fate (Ă—3); 7th interplanar teleport (Ă—2;First World and the Universe only)
Dragon's Teeth [three-actions] Frequency once per day; Effect A vorpal archdragon never fights alone save by choice, for within their pinioned wings an army of armaments stands ever ready. With a snap of their wings, the archdragon rains blades across the battlefield in a 100-foot line, dealing 22d6 slashing damage with a DC 42 basic Reflex save. These blades are partially animated and remain in the area for 10 minutes, during which time the area is considered greater difficult terrain for every creature except for the archdragon. Any creature that enters the area or begins their turn within or adjacent to this area takes 4d8+16 slashing damage (DC 42 basic Reflex save).Draconic Frenzy [two-actions] The dragon makes two claw Strikes and one tail Strike in any order.Draconic Momentum The dragon recharges their Feast of Blood whenever they score a critical hit with a Strike.Feast of Blood [two-actions] (arcane, void) The dragon inhales sharply, pulling blood from wounds and into the dragon's maw. Each creature in a 20-foot emanation takes their current persistent bleed damage plus 14d6 void damage (DC 43 basic Will save). The dragon gains temporary Hit Points equal to half the greatest amount of void damage dealt to a single creature this way. The dragon can't use Feast of Blood again for 1d4 rounds.Gruesome Cuts (arcane, poison) Persistent bleed damage inflicted by the dragon, even magically, carries a poison that inhibits clotting. Healing the creature to full HP doesn't end the bleeding, the DC of any flat check to recover is 2 higher, and the DC to stop the bleeding using Administer First Aid is 41. This poison can be counteracted (DC 39), and successfully doing so ends the bleeding.Heads Will Roll! [two-actions] Frequency once per minute; Effect The vorpal dragon swoops across the battlefield, sweeping their axe-bladed tail through their foes. The dragon Flies twice; at any point during this movement, the dragon makes up to two chin blade Strikes, each against a different creature within reach. The dragon's multiple attack penalty doesn't increase until all Strikes are made.Vorpal Binding (arcane) The vorpal dragon beheads its foes— sometimes without killing them. A vorpal dragon's chin blade Strikes count as having the vorpal weapon property rune for the purpose of weaknesses. Whenever the vorpal dragon critically succeeds on a chin blade Strike, it deals an additional 6d6 persistent bleed damage, which can be ended normally.
When a vorpal dragon rolls a natural 20 on a chin blade Strike, the target must attempt a DC 42 Fortitude save; this has the incapacitation trait. On a failure, the creature is beheaded. A creature beheaded this way does not automatically die; instead, their head and body live on, disconnected but mystically linked, with the head controlling the body from afar. A beheaded creature is clumsy 2 and dazzled as they attempt to coordinate movements from an unusual perspective, or clumsy 4 and blinded and deafened if their head can't perceive their body from its location. These conditions are suppressed if the body holds its head, and don't apply to actions performed exclusively by the head, mind, or voice. If the body is killed, the head can live on, but destroying the head kills the body as well. This effect can be ended only by regenerate, breath of life, or any effect that restores life to the dead; only effects that restore an incomplete corpse will replace an absent or destroyed body, however. The dragon can choose to instantly kill a creature when beheading them, as per the vorpal weapon property rune's activation.

All Monsters in "Dragon, Vorpal"

NameLevel
Adult Vorpal Dragon13
Ancient Vorpal Dragon18
Vorpal Archdragon21
Young Vorpal Dragon9

Dragon, Vorpal

Source Draconic Codex pg. 191
Vorpal dragons are most notorious for their keen vorpal magic. Even the least of these dragons can sever a foe’s head in a single lucky stroke. Unusually, however, the subject survives as a bipartite creature: a headless body controlled by a detached head that still thinks and speaks, and which can outlive said body’s destruction. It’s not uncommon for would-be dragonslayers to be sent home carrying their own heads under one arm as a lesson in humility. The unluckier ones, alas, may be kept as trophies—and, in a very literal sense, conversation pieces—while the dragon devours their greater portion. Some might even wear their favorite severed heads as a macabre necklace.

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, Requiem, 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, 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 Vorpal Dragon Spellcasters

Vorpal dragon spellcasters tend to cast the following spells.

Young Vorpal Dragon

Arcane Prepared Spells DC 28, attack +20; 4th clairvoyance, unfettered movement; 3rd clairaudience, mending, slow; 2nd create food, revealing light, ventriloquism; 1st alarm, sure strike (Ă—2); Cantrips (4th) detect magic, live wire, message, read aura, telekinetic hand

Adult Vorpal Dragon

Arcane Prepared Spells DC 35, attack +27; as young vorpal dragon, plus 6th enlarge, slow; 5th impaling spike, thoughtful gift, wave of despair; 4th illusory disguise; Cantrips (6th) detect magic, live wire, message, read aura, telekinetic hand

Ancient Vorpal Dragon

Arcane Prepared Spells DC 40, attack +32; as adult vorpal dragon, plus 8th arctic rift, dream council, unrelenting observation; 7th haste, spell riposte, true target; 6th create food; Cantrips (8th) detect magic, live wire, message, read aura, telekinetic hand

Vorpal Archdragon

Arcane Prepared Spells DC 44, attack +36; as ancient vorpal dragon, plus 10th falling stars, manifestation; 9th detonate magic, magnetic dominion, phantasmagoria; Cantrips (10th) detect magic, live wire, message, read aura, telekinetic hand