Agathion, Cetaceal
Description
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.
Combat Stats
- Melee
- +1 shocking burst shortspear +28/+23/+18/+13 (1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus push and stun)
- DR
- 10/evil and silver
- SR
- 26
- Aura
- protective aura (20 ft.)
- Racial Modifiers
- +4 Perception
Ability Scores
Proficiencies
Weapons: Martial, Simple
Special Attacks
Shockwave — 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.
push (tail slap, 10 ft.)
Special Qualities
lay on hands (8d6, 11/day, as a 17th-level paladin)
Feats
Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Penetration, Weapon Focus (shortspear, tail slap), Wind Stance
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
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.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
You gain a +1 bonus on all attack rolls you make using the selected weapon.
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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
Spells
- Type
- Outsider
- Alignment
- NG
- Size
- Medium
- Environment
- any water (Nirvana)
- Organization
- solitary, pair, or pod (3-6)
- Treasure
- double (+1 shocking burst shortspear, other treasure)
- Senses
- blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +28
- Aura
- protective aura (20 ft.)
- Languages
- Celestial, Draconic, Infernal; speak with animals, truespeech
- Source
- Bestiary 2