Agathion, Avoral
Description
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.
Combat Stats
- Melee
- 2 claws +16 (2d6+3), 2 wings +10 (2d6+1)
- DR
- 10/evil or silver
- SR
- 20
- Aura
- fear aura (20 ft., DC 17)
- Racial Modifiers
- Perception +8
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Qualities
lay on hands (4d6, 7/day, as a 9th-level paladin)
Feats
Dodge, Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse, Weapon Focus (claw)
Special Abilities
Special Abilities
Feats, Traits & Items
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by half (+50%). Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 2. For a summary, see the table in the description of the Quicken Spell-Like Ability.
When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
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
Spells
- Type
- Outsider
- Alignment
- NG
- Size
- Medium
- Environment
- any air (Nirvana)
- Organization
- solitary, pair, or squad (3-6)
- Treasure
- standard
- Senses
- darkvision 60 ft., detect magic, low-light vision, see invisibility, true seeing; Perception +23
- Aura
- fear aura (20 ft., DC 17)
- Languages
- Celestial, Draconic, Infernal; speak with animals, truespeech
- Source
- Bestiary 2