Archives of Nethys

All | Unique

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


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
Draconal20
Leonal12
Mustelidal16
Procyal8
Silvanshee2
Vulpinal6

Agathion, Avoral

Great feathers sweep back from this fierce bird-man’s brow, and long, clawed hands grow from the end of his wings.

Avoral CR 9

Source Bestiary 2 pg. 1 (Amazon), Andoran, Spirit of Liberty pg. 21 (Amazon)
XP 6,400
NG Medium outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., detect magic, low-light vision, see invisibility, true seeing; Perception +23
Aura fear aura (20 ft., DC 17)

Defense

AC 25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +6; +4 vs. poison
DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 20

Offense

Speed 40 ft., fly 90 ft. (good)
Melee 2 claws +16 (2d6+3), 2 wings +10 (2d6+1)
Spell-Like Abilities (CL 9th; concentration +12)
Constant—detect magic, see invisibility, speak with animals
At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only)
3/day—lightning bolt (DC 16), empowered magic missile

Statistics

Str 17, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Base Atk +9; CMB +12; CMD 29
Feats Dodge, Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse, Weapon Focus (claw)
Skills Bluff +10, Diplomacy +7, Fly +22, Handle Animal +9, Intimidate +15, Knowledge (any one) +14, Perception +23, Ride +7, Sense Motive +15, Spellcraft +11, Stealth +18; Racial Modifiers Perception +8
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (4d6, 7/day, as a 9th-level paladin)

Ecology

Environment any air (Nirvana)
Organization solitary, pair, or squad (3–6)
Treasure standard

Special Abilities

True Seeing (Su) This ability works like the spell (caster level 14th), except it only affects the avoral, the avoral must concentrate for 1 full round before it takes effect, and it remains as long as the avoral concentrates.

Avorals are generally human-shaped, but their upper limbs are great wings with a human-like hand at the end of each, allowing avorals to use tools and weapons, though in battle they prefer to attack from the air and slash with the large claws on their feet and buffets from their great wings. An avoral’s head has a feathery cowl instead of hair, typically brown, white, gray, or golden, and its facial features are bird-like, with a large nose and piercing eyes. Its bones are hollow but strong, making it ideal for flying. Like eagles, avorals have phenomenal vision, and can see fine details even at great distances.

Though on their home plane they are content to soar among the clouds and challenge each other to diving contests among the mountain peaks, in war avorals are the scouts, spies, and messengers of the agathions. With their incredible speed, phenomenal eyesight, and magical powers, they can sneak into an area, spy on whatever lives there, silently converse with the local fauna for additional information, and fly or teleport out again with a comprehensive report. They are experts at hit-and-run attacks and are often responsible for ferrying other celestial soldiers to battle.

A typical avoral is 7 feet tall but weighs only 120 pounds.