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Agathion, Chelonidal: The Celestial Turtle Guardian

Chelonidal: The Celestial Turtle Guardian
Create

The Chelonidal is a majestic agathion that embodies the strength and wisdom of the sea turtle combined with the tactical acumen of a veteran soldier. Standing six feet tall and weighing 400 pounds, its body is a fusion of humanoid form and marine traits. Its flipper-like hands, though broad, are dexterous enough to wield weapons with precision, while its turtle-like head boasts bright, intelligent eyes and a powerful bite. A massive, intricately patterned shell covers its back, radiating a faint golden glow imbued with celestial magic.

Behavior

Chelonidals are disciplined, unwavering protectors with a soldier’s mentality and a deep-seated empathy for the vulnerable. They exude a cantankerous yet good-natured demeanor, often reminiscing about battles fought and lessons learned. While serious when on duty, they possess a dry sense of humor and a surprising fondness for storytelling. Their every action reflects a steadfast commitment to defense, rarely striking offensively unless absolutely necessary.

Habitat

Hailing from Nirvana, the plane of ultimate harmony, Chelonidals are most often found guarding its serene temples, sacred waterways, or celestial gates. On the Material Plane, they gravitate toward isolated or vulnerable locations, such as coastal villages, ancient shrines, or oceanic trenches, dedicating themselves to their defense. They are equally at home on land and underwater, moving with an uncanny grace in both environments.

Modus Operandi

Chelonidals operate as immovable bulwarks in combat, using their protective shell to shield allies and create impassable barriers for enemies. They excel in forming defensive phalanxes, inspiring those around them with an aura of resilience. In aquatic battles, their superior mobility allows them to outmaneuver foes, striking with calculated precision using their enchanted tridents and devastating bite attacks. When an ally falls in battle, a Chelonidal can channel divine energy through its lay-on-hands ability, healing wounds and fatigue in an instant.

They combine physical prowess with celestial magic, using abilities like dimension door for tactical repositioning or shield other to absorb damage meant for their comrades. Their signature ability, None Shall Pass, halts enemies in their tracks, making the Chelonidal a master of area control.

Motivation

They are driven by an unyielding sense of duty and compassion, forged from the souls of those who gave their lives in the service of others. They see themselves as guardians of both the physical and moral realms, striving to protect not only lives but the ideals of harmony and peace. Even when stationed for centuries at a single post, they remain vigilant, fueled by the belief that their sacrifice ensures the safety and freedom of others.

A Chelonidal is more than a warrior—it is a symbol of unwavering defense and selfless dedication, an immortal reminder that strength and kindness can coexist.


  • Chelonidal 5e
  • Chelonidal Pathfinder
Chelonidal
Create

Medium celestial (agathion), neutral good


Armor Class: 22 (natural armor)
Hit Points: 119 (14d8 + 56)
Speed: 20 ft., swim 40 ft.


STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)12 (+1)16 (+3)20 (+5)

Saving Throws: Wis +7, Cha +9
Skills: Perception +7, Insight +7, Athletics +8, Persuasion +9
Damage Resistances: radiant, thunder
Damage Immunities: cold, lightning, poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: darkvision 60 ft., passive Perception 17
Languages: Celestial, Common, Aquan, telepathy 60 ft.
Challenge: 8 (3,900 XP)


Traits

Amphibious. They can breathe air and water.

Protective Shell. The Chelonidal’s shell provides unparalleled defense. It can’t be flanked, and attacks from creatures benefiting from flanking deal only half damage.

Underwater Mobility. While fully submerged, the Chelonidal has advantage on Dexterity saving throws and gains the benefits of the Dodge action as a bonus action.

Magic Weapons. Their weapon attacks are considered magical.

None Shall Pass. When a creature within 10 feet of the Chelonidal moves without using the Disengage action, the Chelonidal can make an opportunity attack. On a hit, the target’s speed becomes 0 until the start of its next turn.

Lay on Hands (4d6, 7/day). As a bonus action, the Chelonidal can heal a creature it touches for 4d6 hit points. Alternatively, it can cure one of the following conditions: exhaustion, fright, or poison.

Actions

Multiattack. They makes two attacks: one with its trident and one with its bite.

  • Trident. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
    Hit: 11 (2d6 + 4) piercing damage. If underwater, the trident deals an additional 7 (2d6) cold damage.
  • Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
    Hit: 9 (1d10 + 4) piercing damage.

Hydraulic Torrent (Recharge 5–6). The Chelonidal unleashes a powerful blast of water in a 30-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Strength saving throw or take 21 (6d6) bludgeoning damage and be pushed 15 feet away. On a success, they take half damage and aren’t pushed.

Protective Shell (Recharge 6). As a reaction, the Chelonidal withdraws slightly into its shell, creating total cover for itself and any creature directly behind it. This effect lasts until the start of its next turn.

Divine Anchor (3/Day). The Chelonidal magically tethers a creature within 60 feet to its current location. The creature must succeed on a DC 15 Charisma saving throw or be unable to teleport or move via magical means for 1 minute.

Tactics

The Chelonidal is a stalwart defender and tactician, preferring to shield allies and control the battlefield:

  • It positions itself at chokepoints, using None Shall Pass to lock down enemies.
  • Underwater, it thrives, using Hydraulic Torrent to scatter enemies and control space.
  • It heals allies with Lay on Hands and creates safe zones using its Protective Shell.
  • Against dangerous spellcasters or teleporting enemies, it uses Divine Anchor to neutralize mobility.

The Chelonidal’s combination of resilience, crowd control, and healing makes it a valuable ally in battle and a terrifying foe to face alone.

Chelonidal

This creature resembles a cross between a humanoid and a sea turtle, with flipper-like hands and a heavy shell covering its back.

Chelonidal agathions are the foot soldiers and guards of Nirvana. While the realm’s inhabitants prize enlightenment over militarism, the agathions recognize that vigilant guardians are necessary to the preservation of peace. Chelonidals form from the souls of those who willingly gave their lives in defense of a person or place, or who protected the sea from terrestrial threats.

Like all agathions, they are capable of speaking with any linguistically gifted creature. Their voices generally have a gravelly quality that reminds most listeners of a grizzled veteran soldier. This idea is reinforced by the chelonidals’ habitual good-natured cantankerousness, as well as their fondness for war stories.

Chelonidals and dwarves often get along well, despite the latter race’s dislike for the sea; the agathions share dwarves’ resolve, as well as their traditional military tactics.

A typical chelonidal is 6 feet tall and weighs 400 pounds.

A chelonidal’s body is well suited to its role. While its hands resemble a sea turtle’s flippers more than they do the hands of terrestrial humanoids, it has no difficulty performing tasks that require manual dexterity. A chelonidal’s turtle-like head grants it a powerful bite attack, while its bright eyes can pierce invisibility with ease. Potent magic permeates its shell, diffusing magical attacks and firearm strikes and protecting it from treacherous backstabbing. Additionally, in times of need, they can turn its back to its enemies, using its shell as an impenetrable shield that halts all attacks.

Like other outsiders, they have no need to eat or sleep. A chelonidal can maintain its post with unceasing vigilance for years or even centuries, if need be.

Chelonidals don’t normally reproduce sexually, being directly formed from the petitioners of Nirvana. However, given their tendency to protect locations for long periods, those on the Material Plane occasionally fall in love with mortals. If such a relationship results in children, the chelonidal parent remains until its offspring come of age, departing only if a great need arises; the lords of Nirvana understand that the duty to protect must be counterbalanced with duty to family. Such children are usually idyllkin aasimar (Pathfinder Campaign Setting: Inner Sea Races 238) rather than more powerful half-celestials.

Chelonidal CR 7

XP 3,200
NG Medium outsider (agathion, aquatic, extraplanar, good)
Init +2; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +14

DEFENSE

AC 22, touch 22, flat-footed 20 (+2 Dex, +10 natural)
hp 85 (9d10+36)
Fort +10, Ref +7, Will +10; +4 vs. movement effects and poison
Defensive Abilities protective shell, underwater mobility; DR 10/evil and silver; Immune cold, electricity, petrification; Resist sonic 10; SR 18

OFFENSE

Speed 20 ft., swim 40 ft.
Melee +2 cold iron trident +13/+8 (1d8+5), bite +9 (1d6+3) or bite +14 (1d6+5)
Ranged +2 cold iron trident +13 (1d8+4)
Special Attacks none shall pass
Spell-Like Abilities (CL 9th; concentration +12)

Constant—see invisibility, speak with animals
At will—create water, dimension door, hydraulic torrent
3/day—dimensional anchor, shield other

STATISTICS

Str 15, Dex 14, Con 19, Int 12, Wis 15, Cha 16
Base Atk +9; CMB +11; CMD 23
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Vital Strike, Weapon Focus (bite)
Skills Diplomacy +15, Heal +14, Intimidate +15, Knowledge (nature, planes) +13, Perception +14, Sense Motive +14, Swim +10
Languages Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech
SQ amphibious, bulwark, celestial soldier, lay on hands (4d6, 7/day), mercies (exhausted, fatigued)

SPECIAL ABILITIES

Bulwark (Ex)

They drill to defend important sites, and they inspire others to do the same. The chelonidal and allies adjacent to it gain a morale bonus equal to the chelonidal’s Constitution bonus on saving throws against effects that would cause them to move from their current square, as well as to their CMD against such effects. When an adjacent ally would be reduced to 0 hit points or fewer, the chelonidal can use its lay on hands ability to help that ally as an immediate action; the chelonidal is then staggered for 1 round.

Celestial Soldier (Sp)

There natural weapons, as well as any manufactured weapons it wields, are under the constant effects of greater magic fang or greater magic weapon (as appropriate). The caster level of these effects is equal to the chelonidal’s Hit Dice, including Hit Dice gained from class levels or other effects.

Lay on Hands (Su)

They can use lay on hands as per a 9th-level paladin. This ability cures fatigue and exhaustion in addition to damage, as though the chelonidal had the appropriate mercies.

None Shall Pass (Ex)

When making attacks of opportunity provoked by movement, a chelonidal adds its Charisma bonus to the attack roll. On a hit, the target immediately stops moving in its current square and can’t move until the start of its next turn.

Protective Shell (Su)

There fortified shell protects it from many threats. They can’t be flanked, and attacks that would benefit from flanking deal only half their normal damage to the chelonidal. In addition, the chelonidal’s touch AC is modified by its natural armor bonus.

As a standard action, a chelonidal can create total cover along one edge of its space, as though using a tower shield; this total cover applies to others as well as the chelonidal.

Underwater Mobility (Ex)

While completely submerged in water, one gains the benefits of Dodge, Mobility, and Spring Attack.

ECOLOGY

Environment any land or water (Nirvana)
Organization solitary, pair, phalanx (4–12 chelonidals), or legion (10–20 chelonidals plus 1–2 avoralB2 lieutenants and 1 cervinalB5 commander)
Treasure standard (+2 cold iron trident, other gear)

Habitat and Society

Chelonidals guard the peaceable plane of Nirvana. Whether guarding the celestial realm’s sites or marching in formation along its roads, chelonidals stand ever vigilant to repel assault. As their appearance suggests, they are also at home in the water; while their normal phalanx tactics are of less use in three-dimensional underwater combat, they make up for it with additional mobility in aquatic environs.

On Nirvana, most of them serve more potent agathions without complaint.

Every so often a chelonidal feels the urge to wander; while it never leaves a post without securing a replacement, once one is found, the agathion wanders for a time before settling down again. Some find their way to the Material Plane during this period. Without a specific task, a chelonidal on the Material Plane often finds a secluded but vulnerable location, such as a remote fishing village or shrine, and defends it until protectors can be found or trained.

While they defend those who cannot defend themselves, they are at their strongest when they stand alongside those with the strength and will to fight. A single chelonidal can bolster a mortal legion, keeping the troops fighting until reinforcements arrive. In greater numbers, chelonidals form a phalanx, trusting in allies to clean up any foe that makes it past their guard.

On those rare occasions when the agathions must march to war, chelonidals form the core of their armies. Led by cervinal knights and supported by soaring avorals, a chelonidal legion is a force potent enough to make any fiendish combatants think twice.

Section 15: Copyright Notice

Pathfinder Adventure Path #121: The Lost Outpost Â© 2017, Paizo Inc.; Authors: Jim Groves, with Adam Daigle, Isabelle Lee, Luis Loza, and Greg A. Vaughan.

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