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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
Prydanu16
Raelis10
Thyrlien4
Uinuja15
Veranallia20
Yamah5

Azata, Thyrlien

This fey-looking humanoid is colored in shades of gray. Its wings are decorated with colored motes resembling a starry night sky.

Thyrlien CR 4

Source Inner Sea Gods pg. 285
XP 1,200
CG Small outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +6; Senses darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +11

Defense

AC 16, touch 13, flat-footed 14 (+2 Dex, +3 natural, +1 size)
hp 39 (6d10+6); fast healing 1 (see below)
Fort +3, Ref +7, Will +7; +4 vs. poison
DR 5/evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 15

Offense

Speed 20 ft., fly 40 ft. (good)
Melee bite +9 (1d3–1 plus poison), 2 wings +4 (1d4–1)
Special Attacks favored enemy (evil outsiders +2, vermin +2), poison, starlight blast
Spell-Like Abilities (CL 6th; concentration +8)
Constant—detect evil, detect magic
3/day—cure light wounds, locate creature, magic missile, message
1/day—blindness/deafness (DC 15), neutralize poison, true strike

Statistics

Str 9, Dex 15, Con 12, Int 12, Wis 15, Cha 14
Base Atk +6; CMB +4; CMD 16
Feats Flyby Attack, Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Fly +8, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Perform (any one) +11, Stealth +15, Survival +11
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (giant moth [use giant wasp stats]; vermin shape IIUM)

Ecology

Environment any (Elysium)
Organization solitary, pair, or squad (3–5)
Treasure standard

Special Abilities

Fast Healing (Ex) A thyrlien has fast healing 1 only when outside under a night sky (whether the sky is cloudy or clear).

Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 consecutive saves.

Starlight Blast (Su) As a standard action once every 1d4 rounds, a thyrlien can tap into Desna’s divine radiance and unleash a blast of holy twilight in a 5-foot burst. All creatures in this area take 2d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 2d4+1 points of damage, a neutral creature would take 2d4+2 points of damage, and a lawful evil creature would take 2d4+4 points of damage. A DC 14 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.

Description

A thyrlien is a unique type of azata created by Desna. Intended as rare warrior counterparts to lyrakien, thyrlien are tasked with watching over nighttime travelers. Specifically hunting the servants of Lamashtu and Ghlaunder, thyrlien wander lonely roads and dark alleys, hoping to confront or counter the dark things that so often hunt such ominous spots. Superficially humanoid, a thyrlien’s attacks reveal its nonhuman origins. Venomous saliva coats mouth and its delicatelooking wings are actually as stiff as wood and have razor sharp edges. A thyrlien is skilled at tracking using conventional and magical methods and is savvy to the ways of its chosen prey. These servants of the goddess of luck stand about 2 feet tall and weigh around 15 pounds.