| AGATHINON |
| |
| Medium Outsider (Aasimon, Extraplanar, Good) |
| Hit Dice: 8d8+24 (60 hp) |
| Initiative: +7 |
| Speed: 40 ft. (8 squares) |
| Armor Class: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18 |
| Base Attack/Grapple: +8/+9 |
| Attack: +1 heavy mace +11 melee (1d8+2) |
| Full Attack: +1 heavy mace +11/+5 melee (1d8+2) |
| Space/Reach: 5 ft./5 ft. |
| Special Attacks: Alternate forms, spell-like abilities, spells |
| Special Qualities: Damage reduction 10/evil, darkvision 60 ft., fearless, immunity to acid, cold, death effects, and petrification, positive adaptation, protective aura, resistance to electricity 10 and fire 10, spell resistance 20, tongues |
| Saves: Fort +9 (+13 against poison), Ref +11, Will +12 |
| Abilities: Str 13, Dex 16, Con 16, Int 16, Wis 18, Cha 16 |
| Skills: Bluff +14, Concentration +14, Diplomacy +16, Intimidate +16, Knowledge (arcana) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +15, Search +14, Spellcraft +16, Spot +15 |
| Feats: Combat Expertise, Dodge, Improved Initiative |
| |
| Environment: Any good-aligned plane |
| Organization: Solitary, pair, group (2-5), or team (10-20) |
| Challenge Rating: 8 |
| Treasure: Standard plus +1 heavy mace |
| Alignment: Always good (any) |
| Advancement: 9-16 HD (Medium); 17-24 HD (Large) |
| The figure standing before you appears to be an elf at first glance. However, closer inspection reveals the creature’s shimmering, pearly skin, luminescent eyes, and overall angelic bearing. |
| The agathinon form the elite vanguards of any celestial armies, the first in and the last out in any situation of war. They are stout defenders of goodness and terrible enemies of the minions and lords of evil. Agathinon never back down from a fight and oftentimes give their lives for good causes. |
| In their natural forms, agathinon stand about 6 feet tall and weigh 130 pounds. |
| COMBAT |
| Agathinon very rarely fight in their natural humanoid forms, much preferring to take on the forms of powerful dragons or other good creatures. They are utterly fearless in battle and groups of agathinon can give even the most powerful servants of evil pause. |
| An agathinon’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction. |
| Alternate Forms (Sp): At will as a standard action, an agathinon can assume many different forms as per the polymorph spell, with the following restrictions. The agathinon may only assume the form of good-aligned creatures with total Hit Dice no greater than its own (max of 15 HD). The agathinon gains access to all of the creature’s supernatural, extraordinary, and spell-like abilities. The agathinon may remain in this form indefinitely. |
| Fearless (Ex): Agathinon are stoic defenders of righteousness. They never back down from fights, even when the odds are hopeless. Agathinon are immune to fear spells and effects. |
| Positive Adaptation (Su): An agathinon is specially tuned to the powers of the Positive Energy Plane. It is immune to the effects of the plane; however it can be harmed or affected by positive energy from other sources. |
| Spells: Agathinon can cast divine spells as 8th-level clerics. An agathinon has access to two of the following domains: Celestial*, Good, War, and Wrath* (plus any other from its deity). The save DC’s are Wisdom based. |
| Typical Cleric Spells Prepared (6/5+1/4+1/4+1/3+1;
save DC 14 + spell level): 0 – create water, detect
magic, guidance, resistance (2), virtue;
1 – bless, divine favor, doom (DC 15)(D),
inflict light wounds (DC 15), shield of faith (2); 2 –
align weapon, eagle’s splendor, owl’s
wisdom, sound burst (DC 16), spiritual weapon(D);
3 – affliction (DC 17)(D)*, daylight, protection
from energy, searing light (2); 4 – death ward,
divine power(D), freedom of movement, inflict critical
wounds (DC 18). (D) Domains chosen: War and Wrath* |
|
Spell-Like Abilities: At will – aid,
continual flame, detect evil, dispel magic,
ethereal jaunt (self only), invisibility (self only);
7/day – cure light wounds (DC 14), hold person
(DC 15); 3/day – dispel evil (DC 18), cure moderate
wounds (DC 15), holy smite (DC 17), remove disease
(DC 16); 1/day – holy word (DC 22), remove curse
(DC 16). Caster level 10th. The save DC’s are Charisma based. |
| Protective Aura (Su): Caster level 8th on the agathinon's protective aura. |
| * See Book of Exalted Deeds. |