Library / Bestiary

Agathion, Cetaceal

CR 15.00 Outsider NG Medium
This mermaid-like creature has the torso and head of a long-haired woman and the lower half of a sleek killer whale.

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.

STR
29
DEX
19
CON
24
INT
14
WIS
18
CHA
17
HP
212 (17d10+119); regeneration 5 (evil weapons and spells)
AC
30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15 natural; +4 deflection vs. evil)
Speed
10 ft., swim 80 ft.
Init
+8
Melee
+1 shocking burst shortspear +28/+23/+18/+13 (1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus push and stun)
BAB
+17
CMB
+26
CMD
41 (can't be tripped)
Fort
+17
Ref
+16
Will
+9; +4 vs. poison, +4 resistance vs. evil
DR
10/evil and silver
SR
26
Racial Modifiers
+4 Perception

Weapons: Martial, Simple

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.)

amphibious

lay on hands (8d6, 11/day, as a 17th-level paladin)

Combat Casting from Feat

<p class="stat-block-1"> 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.</p>

Dodge from Feat

<p class="stat-block-1"> 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.</p>

<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>

Lightning Reflexes from Feat

<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>

Mobility from Feat

<p class="stat-block-1"> 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.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Spell Penetration from Feat

<p class="stat-block-1"> You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.</p>

Weapon Focus from Feat

<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>

Wind Stance from Feat

<p class="stat-block-1"> If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.</p>

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

spell-like abilities:
Constant—Speak With Animals, At will—Detect Thoughts, At will—Light, At will—Lightning Bolt, At will—Hold Monster, At will—Message, At will—Teleport, Greater, 7/day—Break Enchantment, 7/day—Cure Serious Wounds, 7/day—Neutralize Poison, 7/day—Remove Disease, 3/day—Cone Of Cold, 3/day—Cure Critical Wounds, 3/day—Restoration, Greater, 3/day—Heal, 1/day—Awaken, 1/day—Summon Monster VIII
Details
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
Languages
Celestial, Draconic, Infernal; speak with animals, truespeech
Source
Bestiary 2
Sources Used in This Record
25 House/Core
  • Uses feat: Combat Casting (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Spell Penetration (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Wind Stance (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Speak With Animals (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Thoughts (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Light (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Lightning Bolt (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Hold Monster (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Message (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Break Enchantment (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Serious Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Neutralize Poison (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Remove Disease (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cone Of Cold (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Critical Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Restoration, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Awaken (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Summon Monster VIII (Spell)
    House/Core — covered by the site's Section 15.
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