Library / Bestiary

Agathion, Cetaceal

CR 15.00 Outsider NG Medium HD 17
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.

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)
Init
+8
Speed
10 ft., swim 80 ft.
Fort
+17
Ref
+16
Will
+9; +4 vs. poison, +4 resistance vs. evil
BAB
+17
CMB
+26
CMD
41 (can't be tripped)
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
str
29
+9
dex
19
+4
con
24
+7
int
14
+2
wis
18
+4
cha
17
+3

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)

Universal Monster Rules

Amphibious Ex from Universal Monster Rule
Creatures with this special quality have the aquatic subtype, but they can survive indefinitely on land.
Push (tail slap, 10 ft.) Ex from Universal Monster Rule
A creature with the push ability can choose to make a free combat maneuver check with a particular successful attack (often a slam attack). If successful, this check pushes an opponent directly away as with a bull rush, but the distance moved is set by this ability. The type of attack that causes the push and the distance pushed are included in the creature's description. This ability only works on creatures of a size equal to or smaller than the pushing creature. Creatures pushed in this way do not provoke attacks of opportunity and stop if the push would move them into a solid object or creature.

Special Abilities

Lay On Hands (8d6, 11/day, as a 17th-level paladin) from text
Shockwave from text
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.
Stun (tail slap) from rider

Feats, Traits & Items

Combat Casting from Feat

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.

Situational: to cast a spell or use a spell-like ability defensively or while grappled: +4 untyped concentration
Dodge from Feat

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.

Calculated: +1 Ac

You get a +4 bonus on initiative checks.

Calculated: +4 Initiative
Lightning Reflexes from Feat

You get a +2 bonus on all Reflex saving throws.

Calculated: +2 Ref
Mobility from 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.

Situational: vs. attacks of opportunity caused by moving out of or within a threatened area: +4 dodge AC
Spell Penetration from Feat

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Calculated: +2 Spell Penetration
Weapon Focus (shortspear, tail slap) from Feat

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Calculated: +1 Attack Bonus
Wind Stance from Feat

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

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 (DC 15), At will—Light, At will—Lightning Bolt (DC 16), At will—Hold Monster, At will—Message, At will—Teleport, Greater, 7/day—Break Enchantment (DC 18), 7/day—Cure Serious Wounds (DC 16), 7/day—Neutralize Poison (DC 16), 7/day—Remove Disease (DC 16), 3/day—Cone Of Cold (DC 18), 3/day—Cure Critical Wounds (DC 17), 3/day—Restoration, Greater (DC 20), 3/day—Heal (DC 18), 1/day—Awaken (DC 18), 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
Aura
protective aura (20 ft.)
Languages
Celestial, Draconic, Infernal; speak with animals, truespeech
Source
Bestiary 2
Source

Bestiary 2

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
25 House/Core
View references and cross-links for Agathion, Cetaceal

This entry is Open Game Content. TheCrazyGM is an open library and a Forge for building — and publishing — your own.

How publishing works Browse worlds
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.