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Agathion

Source Bestiary 2 pg. 15
Agathions are a race of beast-aspect outsiders native to the plane of Nirvana, a realm of pure good unconcerned with the dogma of law (represented by Heaven) or chaos (represented by Elysium). Though Nirvana is a place of rest where blessed souls seek enlightenment, agathions are aggressive and interventionist in the mortal world when it comes to dealing with evil. Created from the souls of good mortals who have managed to achieve the enlightenment they sought in life (or in some cases, after death), agathions embody the principles of a peaceable kingdom while marshaling their strength to defend that kingdom from any who would despoil it. Because they strike an ethical balance between the chaotic, fey-like azatas and the lawful, rigid process of the archons, agathions are often liaisons between the celestial races, soothing hot tempers and working toward mutual goals of vanquishing evil and protecting good.

All agathions have an animal-like aspect. Some are more humanoid in appearance, while others spend their entire existence in a form nearly identical to that of a true animal. Each type of agathion serves a particular role in Nirvana, and their duties on other planes echo these responsibilities: leonals watch over Nirvana's portals and have a guardian-like aspect in other worlds, draconals carry the wisdom of the ages and observe and guide exceptional mortals, vulpinals are bards and messengers and bear important news to celestial generals and mortal heroes, and so on. Agathions are proud of their feral aspects and don't take kindly to the suggestion that they are cursed folk like lycanthropes or nothing more than magical talking beasts. Every agathion was once a mortal who aspired to goodness and was rewarded in the afterlife with a form suiting her talents and personality; suggesting that an agathion's form is a kind of punishment is a terrible insult.

The following pages describe only a few of the best-known kinds of agathions, but other types exist, corresponding to other conventional animals (bears, dinosaurs, fish, wolves, and so on), with a few having shapes that resemble insects (particularly beetles, butterflies, and mantises); a handful resemble stranger creatures (such as basilisks and owlbears) or unique “animals” native to extreme environments on distant worlds. Certain animals, particularly those associated with scavenging activities (such as hyenas, buzzards, or jackals) or parasitism (like lampreys or ticks) specifically do not have agathions associated with them—these animals are not intrinsically evil, but their habits and ecological niches are far from the noble and proud traditions that most of the souls who seek enlightenment upon Nirvana would associate with themselves.

Individual agathions may be male or female, but they do not reproduce among their own kind—every agathion is a unique individual made from the soul of a good mortal. This does not prevent them from falling in love or having affairs with mortals, and a few aasimar and celestial sorcerer bloodlines derive from past contact with agathions, particularly among communities not averse to anthropomorphic humanoids. Indeed, many mythologies tie numerous races of this kind to the inevitable result of human tribes forming strong emotional attachments to visiting agathions.

Agathions speak Celestial, Draconic, and Infernal, though they can communicate with any intelligent creature because of their truespeech ability. They can also communicate with animals using a similar, silent ability. Even the weakest agathion is able to heal itself or others using a power similar to a paladin's ability to lay on hands. All agathions have a number of similar traits, as detailed in Appendix 3 of this book.

Agathions serving a particular deity or empyreal lord may have additional abilities depending on the role their deity assigns them. For example, a cetaceal serving a goddess of volcanic islands may be able to change shape into a more human-like form to walk on land, and may be immune to fire to tolerate and tend to the life-rich thermal vents at the ocean floor.

Agathion Leaders

Though agathions lack an organized hierarchy, each type of agathion has a few individuals invested with power by the gods of Nirvana or the plane itself. Common agathions look to these exceptional examples for leadership, wisdom, and inspiration; these enlightened folk do not openly claim any responsibilities or rank over their fellows, but welcome the obligations this added power places upon them and do not deny their status or shirk their duties. Part of a category of powerful outsiders known collectively as empyreal lords, these leaders are often significantly larger than common agathions (up to double the normal size, in some cases), and have unusual coloration (such as iron-gray fur) or unique sensory manifestations associated with their presence (such as illusory birds, a constant melody, the scent of oranges, or a calming aura). No agathion fails to recognize their presence when not disguised. Agathion leaders can serve as heralds for deities, although they tend not to encourage religions based on their teachings. The following is but a selection of notable agathion leaders.

Chavod Broken-Spear (cetaceal)
Kelumarion the King Over the Mountain (leonal)
Korada of the Dream Lotus (avoral)
Lady Taramyth the Singing Flame (vulpinal)
Sixlife the Violet Fury (silvanshee)
Walks with Golden Stars (draconal)

Creatures in "Agathion" Category

NameCR
Avoral9
Bishop Agathion4
Cervapral5
Cervinal17
Cetaceal15
Chelonidal7
Draconal20
Leonal12
Muldnal3
Mustelidal16
Procyal8
Reptial4
Silvanshee2
Vulpinal6

Agathion, Cetaceal

This mermaid-like creature has the torso and head of a long-haired woman and the lower half of a sleek killer whale.

Cetaceal CR 15

Source Bestiary 2 pg. 17
XP 51,200
NG Medium outsider (agathion, aquatic, extraplanar, good)
Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +28
Aura protective aura (20 ft.)

Defense

AC 30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15 natural; +4 deflection vs. evil)
hp 212 (17d10+119); regeneration 5 (evil weapons and spells)
Fort +17, Ref +16, Will +9; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune cold, electricity, petrification; Resist sonic 10; SR 26

Offense

Speed 10 ft., swim 80 ft.
Melee +1 shocking burst shortspear +28/+23/+18/+13 (1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus push and stun)
Special Attacks shockwave, push (tail slap, 10 ft.)
Spell-Like Abilities (CL 15th; concentration +18)
Constant—speak with animals
At will—detect thoughts (DC 15), light, lightning bolt (DC 16), hold monster (DC 18), message, greater teleport (self plus 50 lbs. of objects only),
7/day—break enchantment, cure serious wounds, neutralize poison, remove disease
3/day—cone of cold (DC 18), cure critical wounds, greater restoration, heal
1/day—awaken, summon monster VIII (water elementals only)

Statistics

Str 29, Dex 19, Con 24, Int 14, Wis 18, Cha 17
Base Atk +17; CMB +26; CMD 41 (can’t be tripped)
Feats Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Penetration, Weapon Focus (shortspear, tail slap), Wind Stance
Skills Diplomacy +12, Handle Animal +14, Heal +21, Knowledge (arcana) +22, Knowledge (nature) +19, Knowledge (planes) +22, Perception +28, Sense Motive +24, Stealth +24, Swim +17; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ amphibious, lay on hands (8d6, 11/day, as a 17th-level paladin)

Ecology

Environment any water (Nirvana)
Organization solitary, pair, or pod (3–6)
Treasure double (+1 shocking burst shortspear, other treasure)

Special Abilities

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 cetaceal. 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 cetaceal’s HD). The defensive benefits from the circle are not included in the above stat block.

Shockwave (Su) Once per day, a cetaceal can release a 100-foot-radius burst of energy. All creatures in the area take 17d6 damage; half of this damage is cold, and half is electricity (DC 25 Reflex save halves). The save DC is Constitution-based.

Stun (Ex) Any creature moved by a cetaceal’s push attack must make a DC 25 Fortitude saving throw or be stunned for 1 round. The DC is Constitution-based.

Description

Cetaceals are great water-dwelling agathions who swim the planar seas and commune with the creatures of the deeps. Rarely seen by landwalkers, they defend the waters against aquatic evils such as aboleths. Their spirits usually were those of great mortal leaders of aquatic or coastal tribes, or good folk who died underwater serving some great cause, reborn in a celestial form that is part humanoid, part orca. They are social beings and develop close friendships with other celestials and marine creatures.

A cetaceal is 8 feet long and weighs 400 pounds, although some grow quite a bit larger than that.