Agathion, Cervinal
“Unleash the Noble Fury: Meet the Cervinal, Celestial Knights with Antlered Majesty, Leading the Charge Against Darkness!”
Appearance: The Cervinal stands as a majestic epitome of celestial grace, seamlessly melding the regal stature of a centaur with the ethereal elegance of a majestic elk. Crowned by a grandeur of antlers, its upper humanoid body emanates a golden luminescence, and a fine, downy gold covers its form. The antlers, forged from beaten bronze, can measure up to 4 feet across, gleaming with an otherworldly radiance. Standing nearly 11 feet tall, their entire being exudes a sense of divine nobility.
Behavior: Cervinals embody the virtues of knighthood in the celestial hierarchy, renowned for their battle prowess, admirable wisdom, and fearless nature. They lead with regal authority, standing at the forefront of Nirvana’s agathion forces. Despite their fearsome presence, Cervinals are known for their noble and diplomatic disposition, often developing strategies to combat not only fiends but also everyday evils in the multiverse. Their fearlessness on the battlefield is complemented by their willingness to lead from the front, inspiring other celestial beings.
Habitat: They find their dwelling in the celestial realms of Nirvana, where their noble and righteous presence harmonizes with the plane’s essence. Whether traversing golden fields or navigating crystalline landscapes, Cervinals embody the celestial beauty of their habitat. In the frigid regions, a coat of chestnut fur adorns their chests and shoulders, adding to their majestic appearance.
Modus Operandi: As the “knights” of the agathions, Cervinals assume a leadership role in battles against fiends, employing both tactical brilliance and physical might. They serve not only as generals but also as coordinators against the forces of evil, securing artifacts and fostering collaboration among celestial races. Cervinals wield their celestial powers strategically, combining spell-like abilities with the devastating impact of their powerful charges.
Motivation: Their motivation lies in upholding the celestial virtues of goodness, justice, and order. They strive to lead the charge against evil forces, both in grand battles against fiends and in the subtle struggles against malevolence across the multiverse. Fearless defenders of the cosmic balance, Cervinals stand resolute in their mission to inspire, protect, and ensure the triumph of righteousness in the ongoing cosmic tapestry.
Cervinal 5e
Cervinal Pathfinder
Cervinal
Large celestial, lawful good
Armor Class 32 (natural armor)
Hit Points 283 (21d10 + 168)
Speed 50 ft., fly 60 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
31 (+6) | 20 (+5) | 26 (+8) | 19 (+4) | 24 (+7) | 19 (+4) |
Saving Throws Str +11, Dex +10, Con +14, Wis +13
Skills Acrobatics +14, Climb +15, Diplomacy +12, Intimidate +9, Perception +13, Stealth +10, Survival +12
Damage Resistances cold 10, sonic 10
Damage Immunities electricity, petrification
Condition Immunities frightened
Senses darkvision 60 ft., detect scrying, low-light vision, see invisibility; Perception +13
Languages Celestial, Draconic, Infernal; speak with animals; truespeech
Challenge 17 (18,000 XP)
Special Traits
- Gallop (Ex). When a Cervinal uses a full-round action to run, it can move up to six times its speed.
- Stagger (Ex). Any creature that takes damage from a Cervinal’s powerful charge attack must succeed at a DC 28 Constitution saving throw or be staggered for 1 round. The save DC is Constitution-based.
Actions
Multiattack. The Cervinal makes two slam attacks and two hoof attacks.
Slam. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 17 (1d6 + 6) bludgeoning damage.
Hoof. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) bludgeoning damage.
Powerful Charge. If the Cervinal moves at least 20 feet straight toward a creature and then hits it with a slam attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the Cervinal can make one additional slam attack against it as a bonus action.
Ranged Attack
+3 Composite Longbow. Ranged Weapon Attack: +14 to hit, range 150/600 ft., one target. Hit: 14 (1d8 + 6) piercing damage.
Spell-Like Abilities (CL 20th, concentration +13)
- Constant: Detect Scrying, See Invisibility, Speak with Animals
- At Will: Discern Lies, Freedom of Movement, Greater Teleport (self plus 50 lbs. of objects only), Invisibility Purge, Light, Message
- 5/Day: Clairaudience/Clairvoyance, Cure Critical Wounds, Dismissal (DC 18), Dispel Magic
- 3/Day: Breath of Life, Mass Bull’s Strength, Plane Shift (DC 19)
- 1/Day: Discern Location, Greater Scrying (DC 21)
Legendary Actions
The Cervinal can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Cervinal regains spent legendary actions at the start of its turn.
- Hoof Attack. It makes one hoof attack.
- Celestial Step. The Cervinal moves up to its speed without provoking opportunity attacks.
- Radiant Presence (Costs 2 Actions). The Cervinal emits a radiant aura. All creatures within 10 feet of the Cervinal gain advantage on saving throws against being frightened and are immune to the effects of Celestial Roar for 1 minute.
Beneath a crown of antlers, this centaurlike creature blends the upper body of a humanoid with the lower body of a majestic elk.
Cervinal CR 17
XP 102,400
NG Large outsider (agathion, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect scrying, low-light vision, see invisibility; Perception +31
DEFENSE
AC 32, touch 15, flat-footed 26 (+5 Dex, +1 dodge, +17 natural, –1 size)
hp 283 (21d10+168)
Fort +20, Ref +14, Will +19; +4 vs. poison
DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 28
OFFENSE
Speed 50 ft.; gallop
Melee 2 slams +30 (1d6+10), 2 hooves +25 (2d6+5)
Ranged +3 composite longbow +29/+24/+19/+14 (1d8+13/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+15 plus stagger)
Spell-Like Abilities (CL 20th; concentration +24)
Constant—detect scrying, see invisibility, speak with animals
At will—discern lies, freedom of movement, greater teleport (self plus 50 lbs. of objects only), invisibility purge, light, message
5/day—clairaudience/clairvoyance, cure critical wounds, dismissal (DC 18), dispel magic
3/day—breath of life, mass bull’s strength, plane shift (DC 19)
1/day—discern location, greater scrying (DC 21)
STATISTICS
Str 31, Dex 20, Con 26, Int 19, Wis 24, Cha 19
Base Atk +21; CMB +32; CMD 48 (52 vs. trip)
Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Lightning Reflexes, Manyshot, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Acrobatics +29, Climb +31, Diplomacy +28, Intimidate +25, Knowledge (arcana, nature, planes) +28, Perception +31, Stealth +25, Survival +28
Languages Celestial, Draconic, Infernal; speak with animals; truespeech
SQ lay on hands (10d6, 14/day, as a 20th-level paladin), undersized weapons
SPECIAL ABILITIES
Gallop (Ex)
When a cervinal uses a full-round action to run, it can move up to six times its speed.
Stagger (Ex)
Any creature that takes damage from a cervinal’s powerful charge attack must succeed at a DC 28 Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
ECOLOGY
Environment any (Nirvana)
Organization solitary, collective (2–3), or herd (4–6)
Treasure double (+3 composite longbow, other treasure)
Cervinals stand proud and regal at the head of Nirvana’s agathion forces. Sometimes termed the “knights” of the agathions, cervinals have gained a reputation for their battle prowess, noble natures, and admirable wisdom, as well as their fearlessness and willingness to lead from the front.
They stand almost 11 feet tall, though part of that height is their magnificent racks of antlers, which can measure up to 4 feet across. These antlers gleam as if forged from beaten bronze, and a fine fuzz of downy gold covers their entire bodies, particularly along the shoulders and neck.
Cervinals from the more frigid regions of Nirvana sport an entire coat of chestnut fur up their chests and shoulders.
In the good-aligned planes, they most often serve as generals in battles against fiends, but they also develop strategies to combat everyday evil in the multiverse, secure evil artifacts, and coordinate efforts between agathions and other celestial races.
Section 15: Copyright Notice
Pathfinder Campaign Setting: Chronicle of the Righteous. © 2013 Paizo Publishing, LLC; Author: Amber Scott.
Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.