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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
Draconal20
Leonal12
Mustelidal16
Procyal8
Silvanshee2
Vulpinal6

Agathion, Cervapral

This sleek, long-legged, antelope-like figure has majestic pronged horns and ruffs of white fur on its chest and neck.

Cervapral CR 5

Source Andoran, Birthplace of Freedom pg. 50 (Amazon)
XP 1,600
NG Medium outsider (agathion, extraplanar, good)
Init +4; Senses darkvision 60 ft., enchantment sense, scent; Perception +13

Defense

AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
hp 51 (6d10+18)
Fort +5, Ref +9, Will +7; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 16

Offense

Speed 50 ft.; sprint
Melee gore +11 (1d6+2), mwk rapier +11/+6 (1d6+2/18–20)
Special Attacks powerful charge (gore +11, 2d6+3)
Spell-Like Abilities (CL 6th; concentration +8)
Constant— freedom of movement, speak with animals
At will—animal trance (DC 13), liberating commandAPG, message, remove paralysis
3/day—knock, protection from evil, summon nature’s ally III (1 aurochs or 1d3 stags only)
1/day—break enchantment, seeming

Statistics

Str 14, Dex 18, Con 17, Int 15, Wis 15, Cha 14
Base Atk +6; CMB +8; CMD 22
Feats Alertness, Weapon Finesse, Weapon Focus (gore)
Skills Acrobatics +10 (+18 when jumping), Bluff +11, Disguise +11, Escape Artist +13, Perception +13, Sense Motive +13 (+23 to detect enchantments), Stealth +13, Survival +11; Racial Modifiers +8 Acrobatics when jumping, +10 Sense Motive to detect enchantments
Languages Celestial, Draconic, Infernal; speak with animals; truespeech
SQ lay on hands (3d6, 5/day, as a 6th-level paladin), mental purge, mercies (diseased, fatigued)

Ecology

Environment any land (Nirvana)
Organization solitary, pair, or order (3–6)
Treasure standard (mwk rapier)

Special Abilities

Enchantment Sense (Ex) Cervaprals have an innate sense for magical compulsion and control. A cervapral can attempt a Sense Motive check to sense an enchantment as a move action, rather than requiring the normal 1 minute.

Mercies (Su) A cervapral’s lay on hands ability removes disease (as remove disease) and fatigue in addition to curing damage.

Pronghorn (Ex) A cervapral’s gore attack is considered a primary natural weapon, even when used in conjunction with a weapon attack.

Sprint (Ex) Once per minute, a cervapral can move at 10 times its normal speed (500 feet) when it makes a charge.

Cervaprals embody the essence of liberty and are passionately devoted to both the overthrow of tyranny and the abolition of slavery. They have no moral objection to the concepts of royalty or nobility, but hold any group that is granted authority through inheritance or tradition to a very high standard, insisting that the rights of the ruled must be protected at least as strongly as the rights of the rulers.

Cervaprals frequently serve on the Material Plane as willing allies to servants of good who engage in daring raids to free slaves and unjustly held captives. Cervaprals believe nearly any sacrifice is justified to break the chains of bondage, and are equally at home in frontal assaults as they are in stealthy scout missions and infiltrations. They fervently reject the notion that “the ends justify the means,” and refuse to accept evil acts in the name of promoting greater good. They are willing to give up considerable personal comfort and safety to promote their goals of freedom and independence for all.

If called with the lesser planar ally spell, cervaprals generally demand that payment for their services is donated to a cause that fights slavery and supports freedom. Such a cause must not already be closely allied with the spellcaster or her allies. A cervapral who is called to aid in the immediate and direct liberation of prisoners or slaves often halves the payment he requires for granting such assistance.