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Agathion, Avoral

Agathion, Avoral
Agathion, Avoral – AI Generated Artwork – NightCafe Creator

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

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.


Avoral

Family: Agathion

Medium celestial, neutral good

Armor Class 19 (natural armor)
Hit Points 85 (10d8+40)
Speed 40 ft., Fly 90 ft.

STRDEXCONINTWISCHA
16 (+3)22 (+6)19 (+4)15 (+2)16 (+3)16 (+3)

Skills Animal Handling +6, History +5, Perception +6, Stealth +9
Damage Resistances cold; non-magical bludgeoning, piercing and slashing attacks that aren’t silver or adamantine
Damage Immunities lightning
Condition Immunities petrified, poisoned
Senses truesight 60 ft., passive Perception 16
Languages Celestial, Draconic, Infernal
Challenge 8 (3,900 XP)

Special Traits

  • Fear Aura: Any creature hostile to the agathion that starts its turn within 5 feet of the agathion (unless incapacitated) must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened until the start of its next turn. If a creature’s saving throw is successful, the creature is immune to the agathion’s Fear Aura for the next 24 hours.
  • Innate Spellcasting: The agathion’s innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:
    • Constantdetect magicspeak with animalstongues
    • At willaidblurcommanddimension doordispel magicgust of windhold personlight
    • 3/day eachlightning boltmagic missile (3 missiles)

Actions

  • Multiattack: The agathion makes 2 claw and 2 wing attacks per round.
  • ClawMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
  • WingMelee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.1d6+6 slashing damage.
  • Healing Touch (2/Day): The agathion touches another creature. The target magically regains 4d8 hit points and is freed from any curse, disease, poison, blindness, or deafness.

Agathion, Avoral

Avoral CR 9

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)

Constantdetect magicsee invisibilityspeak with animals

At willaidblur (self only), command (DC 14), detect magicdimension doordispel magicgust of wind (DC 15), hold person (DC 16), lightmagic circle against evil (self only)

3/day-—lightning bolt (DC 16), empowered magic missile

STATISTICS

Str 17, Dex 20, Con 23, 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), true seeing

SPECIAL ABILITIES

True Seeing (Su)

This ability works like the true seeing 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.

ECOLOGY

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

Section 15: Copyright Notice

Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors WolfgangBaur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, TimHitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, RobMcCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on materialby Jonathan Tweet, Monte Cook, and Skip Williams.

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