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Azata

Source Pathfinder RPG Bestiary pg. 24

Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms. Most have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle.

It is not surprising that the three best-known kinds of azatas can all fly, for they rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups or breeds of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs.

While the stoic, homebound archons call their cousins flighty, azatas are driven by a crusading nature and feel bored when forced to stay in one place too long. This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory. Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.

Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a one-azata crusade against the cruelties of the multiverse.

Most azatas originate from the untamable beauty of Elysium, created and nourished by the influx of goodly mortal souls. Like most other outsiders, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.

Azatas speak Celestial, Draconic, and Infernal, but can speak with almost any creature because of their truespeech special ability. See creature subtypes for full details on truespeech and other shared azata traits.

Azata Subtype

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. An azata possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and fire 10.
  • Truespeech (Su) All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Creatures in "Azata" Category

NameCR
Bralani6
Brijidine17
Gancanagh4
Ghaele13
Lillend7
Lyrakien2
Nualidu5
Raelis10
Thyrlien4
Uinuja15
Veranallia20
Yamah5

Azata, Raelis

This bronze-skinned humanoid is muscular yet lithe, garbed in colorful clothing emblazoned with glowing runes.

Raelis CR 10

Source Bestiary 5 pg. 39, Pathfinder #66: The Dead Heart of Xin pg. 84
XP 9,600
CG Large outsider (azata, chaotic, extraplanar, good)
Init +8; Senses darkvision 60 ft.; Perception +16

Defense

AC 23, touch 13, flat-footed 19 (+4 Dex, +10 natural, -1 size)
hp 115 (11d10+55)
Fort +8, Ref +11, Will +9
DR 10/cold iron and evil; Immune electricity, petrification, rune mastery; Resist cold 10, fire 10

Offense

Speed 50 ft., fly 120 ft. (good)
Melee 2 slams +19 (2d8+7)
Space 10 ft., Reach 10 ft.
Spell-Like Abilities (CL 12th; concentration +16)
Constant—freedom of movement, nondetection
At will—alter self
3/day—dimension door, modify memory (DC 17)
1/day—greater teleport (self plus 50 lbs. of objects only), plane shift (DC 21)
Sorcerer Spells Known (CL 11th; concentration +15)
5th (4/day)—seeming, sending, symbol of pain (DC 20), symbol of sleep (DC 20)
4th (7/day)—confusion (DC 18), greater invisibility, scrying (DC 18)
3rd (7/day)—beast shape I, explosive runes (DC 18), glyph of warding (DC 18), haste, lightning bolt (DC 17), sepia snake sigil (DC 18), suggestion (DC 17)
2nd (7/day)—detect thoughts (DC 16), hypnotic pattern (DC 16), invisibility, scorching ray, see invisibility
1st (7/day)—erase, feather fall, hypnotism, silent image (DC 15), ventriloquism (DC 15)
0 (at will)—arcane mark, dancing lights, detect magic, detect poison, light, mage hand, message, prestidigitation, read magic

Statistics

Str 24, Dex 19, Con 20, Int 18, Wis 15, Cha 19
Base Atk +11; CMB +19 (+23 grapple); CMD 33 (35 vs. grapple)
Feats Greater Grapple, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Weapon Focus (slam)
Skills Acrobatics +18, Bluff +18, Disguise +14, Fly +20, Knowledge (geography, planes) +18, Knowledge (history) +15, Perception +16, Perform (oratory) +18, Spellcraft +18, Stealth +14; Racial Modifiers +10 Disguise
Languages Celestial, Common, Draconic, Infernal; truespeech
SQ rune mastery, word caller

Ecology

Environment any (Elysium)
Organization solitary, pair, or band (3-6)
Treasure standard

Special Abilities

Rune Mastery (Ex) Raelises add explosive runes, glyph of warding, sepia snake sigil, symbol of pain, and symbol of sleep to their list of spells known and increase these spells’ DCs by 1. Additionally, raelises are immune to these spells.

Spells Raelises casts spells as 11th-level sorcerers.

Word Caller (Su) Raelises sense the presence and basic topics of any books, scrolls, or other writings. As a standard action, they can read 100 pages of nonmagical writing, or read one scroll as if with read magic. These abilities’ range is 50 feet.

Formed from the souls of authors, artists, and storytellers, raelises travel to the farthest corners of the planes searching for epic stories, poems, and simple tall tales.