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Young Requiem Dragon

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 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Young Requiem DragonCreature 11

Large Divine Dragon 
Source Monster Core 2 pg. 126
Perception +24; darkvision, lifesense 60 feet, scent (imprecise) 60 feet, status sight
Languages Chthonian, Common, Daemonic, Draconic, Empyrean, Requian
Skills Acrobatics +19, Athletics +23, Diplomacy +21, Medicine +26, Religion +23, River of Souls Lore +21
Str +7, Dex +4, Con +5, Int +4, Wis +7, Cha +5
Soul Journey (divine, exploration) The dragon spends 1 hour traveling through planar channels to reach the River of Souls, and then reaches 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 30; Fort +21, Ref +18, Will +24; +2 status to all saves vs. divine
HP 190; 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 its 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 usages for 24 hours.Withhold Death [reaction] (divine) Trigger The dragon is critically hit by an attack; Effect The dragon resists the loosening of its own soul, preventing some of the damage. The dragon gains resistance 10 to all damage against the triggering attack.
Speed 40 feet, fly 120 feet, swim 40 feet
Melee [one-action] horn +24 [+19/+14] (magical, reach 10 feet), Damage 2d10+10 piercing plus 1d8 spiritMelee [one-action] claw +24 [+20/+16] (agile, magical), Damage 2d8+10 slashing plus 1d8 spirit and GrabMelee [one-action] tail +22 [+17/+12] (magical, reach 15 feet), Damage 2d8+10 bludgeoning plus 1d8 spiritDivine Innate Spells DC 27; 5th heal (×2); 4th heal (×3); Cantrips (5th) stabilize
Dooming Breath [two-actions] (divine, spirit) Energy from Creation's Forge erupts from the dragon's mouth, dealing 9d8 spirit damage in a 60-foot line (DC 30 basic Reflex save). Undead creatures who fail the save must also succeed at a DC 30 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.

All Monsters in "Dragon, Requiem"

NameLevel
Adult Requiem Dragon15
Ancient Requiem Dragon20
Requiem Archdragon24
Young Requiem Dragon11

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).

Sidebar - Advice and Rules Requiem Dragon Spellcasters

Requiem dragon spellcasters tend to cast the following spells.

Young Requiem Dragon

Divine Prepared Spells DC 30, attack +22; 4th ghostly tragedy, talking corpse, vital beacon; 3rd protection, ring of truth, safe passage; 2nd see the unseen, share life, thoughtful gift; 1st protection, sanctuary, spirit link; Cantrips (4th) guidance, haunting hymn, message, sigil, stabilize

Adult Requiem Dragon

Divine Prepared Spells DC 36, attack +28; As young requiem dragon, plus 6th field of life, raise dead, vital beacon; 5th banishment, breath of life, invoke spirits; Cantrips (6th) guidance, haunting hymn, message, sigil, stabilize

Ancient Requiem Dragon

Divine Prepared Spells DC 42, attack +34; As adult requiem dragon, plus 9th foresight, raise dead, seize soul; 8th field of life, safe passage, spirit song; 7th interplanar teleport, planar seal, regenerate; Cantrips (9th) guidance, haunting hymn , message, sigil, stabilizeo

Requiem Archdragon

Divine Prepared Spells DC 48, attack +40; As ancient requiem dragon plus 10th raise dead, revival; 9th breath of life; Cantrips (10th) guidance, haunting hymn, message, sigil, stabilize

Sidebar - Related Creatures Roum

The requiem dragon Roum, a cleric of Brigh, tasked herself with escorting the souls of inventors down the River of Souls. She records their final ideas in a vast library she calls the Hall of Lost Invention. She keeps this lair secreted away in a cavern in the Brazen Peaks. From here, she can spy on the works of local inventors. Roum will occasionally petition for the resurrection of unfortunate inventors who lost their lives to their own risky but promising creations—magical or mundane—if their idea intrigues her.

Shelyn's Corner

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