Agathion, Cetaceal
“Meet the Cetaceal: the mystical orca-warrior spirit who wields the power of the sea to crush evil and heal allies!”
A Cetaceal’s form blends the features of a human and a killer whale, with a head and torso resembling a human—often depicted with flowing hair—and a powerful, streamlined orca tail as its lower half. Standing at around 8 feet in length and weighing approximately 400 pounds, this hybrid physique exudes a majestic yet fierce aura, fitting its role as a guardian of the seas. Its skin has the sleek, smooth texture of a cetacean, with dark patches and the characteristic white markings of an orca.
Behavior
Cetaceals are deeply compassionate and social creatures, often forming close bonds with other celestials and marine life. Though gentle in spirit, they are formidable defenders when confronted with malevolent entities. They have a natural inclination to communicate and collaborate with animals, especially aquatic ones, using their ability to “speak with animals” as well as telepathic skills. Their demeanor is calm and noble, projecting a sense of peace unless provoked by evil forces. In such cases, they employ devastating abilities with precision, like their shockwave attack, which releases a burst of cold and electric energy across a vast area, stunning foes in its wake.
Habitat
Cetaceals are primarily found in the waters of Nirvana, a celestial plane known for its neutrality and peace. However, they also appear in mortal oceans, particularly in locations plagued by dark, aquatic beings like aboleths. Preferring the company of their kind, Cetaceals often travel alone or in small pods of up to six. Their presence in a body of water is a blessing to the environment, as they protect it from corruption and foster harmonious ecosystems.
Modus Operandi
When threats emerge, Cetaceals act decisively. They often open encounters by reading the intentions of potential foes with “detect thoughts,” using their immense perception abilities to assess dangers. In battle, they strike with their shocking burst shortspear or a crushing tail slap, capable of knocking back and stunning enemies. If a conflict escalates, they unleash their signature shockwave, dealing a mix of cold and electric damage over a 100-foot radius. They also possess potent healing and restorative magic, with spells like heal, greater restoration, and cure critical wounds, which allow them to mend allies and mitigate poisons or curses.
Motivation
Cetaceals are driven by a deep-seated desire to protect the seas and all peaceful life within them. Their spirits are said to come from the souls of noble aquatic leaders or those who perished heroically defending their waters. This reincarnation in celestial form reflects their ultimate commitment to safeguarding marine environments from corruption. The Cetaceal’s motivation goes beyond simple duty; it is a lifelong mission of preserving peace, often expressed through their friendly rapport with other oceanic beings and a dedication to eradicating evils that threaten the tranquility of the seas.
Cetaceal 5e
Cetaceal Pathfinder
Agathion, Cetaceal
Large celestial aquatic creature, chaotic good
Armor Class: 20 (natural armor)
Hit Points: 225 (18d10 + 126)
Speed: 50 ft., swim 90 ft.
STR | DEX | CON | INT | WIS | CHA |
---|
25 (+7) | 18 (+4) | 22 (+6) | 16 (+3) | 18 (+4) | 20 (+5) |
Saving Throws: Strength +12, Dexterity +9, Constitution +11, Wisdom +9, Charisma +10
Skills: Acrobatics +9, Athletics +12, Insight +9, Perception +14, Persuasion +10, Religion +8, Stealth +9
Damage Resistances: Cold, Lightning, Poison
Damage Immunities: Psychic
Condition Immunities: Charmed, Frightened, Paralyzed
Senses: Darkvision 120 ft., passive Perception 24
Languages: Celestial, Aquan, Common, telepathy 120 ft.
Challenge Rating (CR): 15 (13,000 XP)
TRAITS
- Amphibious. The Cetaceal can breathe both air and water.
- Aura of Protection. (Recharge 5-6)
The Cetaceal emits a 30-foot aura that grants all creatures within it a +2 bonus to AC and saving throws against effects caused by evil creatures. Any creature within the aura that is hit by an attack from an evil creature also gains temporary hit points equal to the Cetaceal’s Wisdom modifier (4) at the start of their turn. - Regeneration.
The Cetaceal regains 10 hit points at the start of its turn if it has at least 1 hit point remaining. If the Cetaceal takes damage from a weapon made of silver or a spell cast by an evil creature, this trait does not function until the end of the Cetaceal’s next turn. - Divine Resistance.
The Cetaceal has resistance to all damage from creatures that are not good-aligned.
ACTIONS
- Multiattack.
The Cetaceal makes two attacks: one with its Spear and one with its Tail Slap. - Spear.
Melee Weapon Attack: +12 to hit, reach 5 ft., one target.
Hit: 18 (2d8 + 7) piercing damage plus 9 (2d8) lightning damage. - Tail Slap.
Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 14 (2d6 + 7) bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or be pushed 15 feet away from the Cetaceal and knocked prone. - Divine Shockwave (Recharge 5-6).
The Cetaceal can release a burst of divine energy in a 30-foot radius. All creatures in that area must make a DC 18 Constitution saving throw. On a failed save, creatures take 44 (8d10) cold damage and 44 (8d10) lightning damage, or half as much on a successful save. - Healing Touch (3/Day).
The Cetaceal can touch a creature to restore its vitality. The creature regains 35 (5d8 + 7) hit points.
SPELL-LIKE ABILITIES
The Cetaceal can cast the following spells, requiring no material components:
- At will: Detect Thoughts (DC 15), Message, Light
- 3/day each: Cure Wounds (as a 5th-level spell), Dispel Magic, Counterspell
- 1/day each: Cone of Cold (DC 18), Greater Restoration, True Seeing
LEGENDARY ACTIONS
The Cetaceal 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 Cetaceal regains spent legendary actions at the start of its turn.
- Detect. The Cetaceal makes a Wisdom (Perception) check.
- Tail Strike. The Cetaceal makes a tail slap attack.
- Healing Wave (Costs 2 Actions). The Cetaceal restores 20 (3d8 + 6) hit points to a creature within 30 feet of it.
TACTICS AND COMBAT STYLE
The Cetaceal is a powerful aquatic protector, using its environment to its advantage. It will generally fight from a position where it can leverage its swimming speed and reach with its Tail Slap, knocking enemies away from it while using its Spear for targeted damage. It often opens combat with Divine Shockwave to weaken and scatter foes, then uses its Aura of Protection to keep allies safe while engaging in direct combat.
In a larger conflict, it would prioritize keeping enemies at bay, moving fluidly through water and using its Legendary Actions to maintain control of the battlefield, whether healing allies with Healing Wave or ensuring its enemies are disabled through its Tail Slap and Divine Shockwave.
The Cetaceal is a celestial force of nature, combining divine healing, defense, and offensive power to safeguard the seas and their creatures.
ENVIRONMENT AND MOTIVATION
A Cetaceal is most often encountered in remote underwater realms or coastal regions with abundant aquatic life. It will act as a guardian, often called to protect against invaders or malevolent aquatic forces such as Aboleths, Sahuagin, or even threats from the Elemental Plane of Water. Its motivations are driven by a deep sense of duty, bound by divine protection and celestial order. Though it may seem serene, it will not hesitate to strike down those who threaten the natural order or those it has sworn to protect.
The Cetaceal is not merely a warrior—it is a spiritual leader and protector of the seas, whose every action is tied to the preservation of the balance between nature and the divine.
Agathion, Cetaceal
This mermaid-like creature has the torso and head of a long haired woman and the lower half of a sleek killer whale.
Cetaceal CR 15
XP 51,200
NG Medium outsider (agathion, aquatic, extraplanar, good)
Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +28; Aura protective aura (20 ft.)
DEFENSE
AC 30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15 natural) (+4 deflection vs. evil)
hp 212 (17d10+119); regeneration 5 (evil weapons and spells)
Fort +17, Ref +16, Will +9; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune cold, electricity, petrification; Resist sonic 10; SR 26
OFFENSE
Speed 10 ft., swim 80 ft.
Melee +1 shocking burst shortspear +28/+23/+18/+13 (1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus push and stun)
Special Attacks shockwave, push (tail slap, 10 ft.)
Spell-Like Abilities (CL 15th; concentration +18)
Constant—speak with animals
At will—detect thoughts (DC 15), light, lightning bolt (DC 16), hold monster (DC 18), message, greater teleport (self plus 50 lbs. of objects only)
7/day—break enchantment, cure serious wounds, neutralize poison, remove disease
3/day—cone of cold (DC 18), cure critical wounds, greater restoration, heal
1/day—awaken, summon monster VIII (water elementals only)
STATISTICS
Str 29, Dex 19, Con 24, Int 14, Wis 18, Cha 17
Base Atk +17; CMB +26; CMD 41 (can’t be tripped)
Feats Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Penetration, Weapon Focus (shortspear, tail slap), Wind Stance
Skills Diplomacy +12, Handle Animal +14, Heal +21, Knowledge (arcana) +22, Knowledge (nature) +19, Knowledge (planes) +22, Perception +28, Sense Motive +24, Stealth +24, Swim +17; Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ amphibious, lay on hands (8d6, 11/day, as a 17th-level paladin)
SPECIAL ABILITIES
Protective Aura (Su)
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cetaceal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cetaceal’s HD). The defensive benefits from the circle are not included in the above stat block.
Shockwave (Su)
Once per day, a cetaceal can release a 100-foot radius burst of energy. All creatures in the area take 17d6 damage; half of this damage is cold, and half is electricity (DC 25 Reflex save halves). The save DC is Constitution-based.
Stun (Ex)
Any creature moved by a cetaceal’s push attack must make a DC 25 Fortitude saving throw or be stunned for 1 round. The DC is Constitution-based.
ECOLOGY
Environment any water (Nirvana)
Organization solitary, pair, or pod (3–6)
Treasure double (+1 shocking burst shortspear, other treasure)
Cetaceals are great water dwelling agathions who swim the planar seas and commune with the creatures of the deeps. Rarely seen by landwalkers, they defend the waters against aquatic evils such as aboleths. Their spirits usually were those of great mortal leaders of aquatic or coastal tribes, or good folk who died underwater serving some great cause, reborn in a celestial form that is part humanoid, part orca. They are social beings and develop close friendships with other celestials and marine creatures.
A cetaceal is 8 feet long and weighs 400 pounds, although some grow quite a bit larger than that.
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 material by Jonathan Tweet, Monte Cook, and Skip Williams.