Animalistic Agathions
Agathions are the bestial spirits who reside within the neutral good plane of nirvana. Entirely unconcerned with the trivialities of law and chaos, agathions seek to further the cause of good throughout the multiverse.
Enlightened Beasts. Each agathion begins as a good soul. Created from the souls of good mortals who have managed to achieve the enlightenment they sought in life (or in some cases, after death), agathions embody the principles of a peaceable kingdom while marshaling their strength to defend that kingdom from any who would despoil it.
All agathions have an animal-like aspect. Some are more humanoid in appearance, while others spend their entire existence in a form nearly identical to that of a true animal. Each type of agathion serves a particular role in Nirvana, and their duties on other planes echo these responsibilities. Agathions are proud of their feral aspects and don't take kindly to the suggestion that they are cursed folk like lycanthropes or nothing more than magical talking beasts. Every agathion was once a mortal who aspired to goodness and was rewarded in the afterlife with a form suiting her talents and personality; suggesting that an agathion's form is a kind of punishment is a terrible insult.
While the possible animal forms are many, certain animals, particularly those associated with scavenging activities (such as hyenas, buzzards, or jackals) or parasitism (like lampreys or ticks) specifically do not have agathions associated with them—these animals are not intrinsically evil, but their habits and ecological niches are far from the noble and proud traditions that most of the souls who seek enlightenment upon Nirvana would associate with themselves.
Individual agathions may be male or female, but they do not reproduce among their own kind—every agathion is a unique individual made from the soul of a good mortal.
Celestial Diplomats. Due to their detachment from the certainties of law and ever flowing river of chaos, agathions serve as mediaries between the axiomatic archons and free-willed azata. Thanks to this, agathions are instrumental in keeping the two from bickering with each other and instead directing their efforts at the metaphysical conflict against fiends in the cosmos.
Immortal Natures. An agathion does not require food, drink, or sleep.
Avoral
Avorals resemble humans with a bird's head, but their arms bear 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. 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.
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 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.
Cetaceal
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.
Draconal
Draconals are mighty agathion lords, few in number and greatly removed from mortal affairs. They watch over powerful magic and are direct agents of the gods and the needs of the good planes. Patient and ageless, they plan for the long term, which often frustrates mortal creatures who seek to gain their assistance with a threat in the here and now. A draconal would rather support or enhance a group of heroes than tackle a problem directly, maintaining its focus on planar matters.
Draconals are attuned to nature and believe in cycles of life and death. Though they are good, they understand that the presence of evil gives good creatures something to strive against, preventing stagnation and complacency. This means their outlook sometimes appears almost neutral, though they hate suffering and needless death.
Leonal
A leonal is a lion-like agathion, noble and fierce. Though gentle with their families and patient with strangers on their home plane, in battle leonals are deadly foes of evil and cruelty. They hunt fiends and other evil monsters, silently tailing their prey until they find the right time to leap and slash. Leonals pride themselves on their hunting prowess, and few land creatures can match their speed. Although capable of using weapons, the majority of leonals prefer to battle evil with tooth and claw.
Silvanshee
Silvanshees are curious but reclusive cat agathions. Unobtrusive and able to blend in among normal animals (unlike the more anthropomorphic agathions), they are the eyes and ears of the good planes in the mortal world. Most roam hills, forests, and plains, keeping an eye out for evil influences.
Vulpinal
Among the smallest of the agathions, vulpinals tend to be the most outspoken and friendly of their kind, and also the most far-ranging across the planes. A vulpinal looks like a humanoid fox, often with brilliantly colored fur (usually red or red-brown, though silver is not uncommon) and a tail as long as its height.
A typical vulpinal prefers a life of solitary travel, though they have been known to pair up or travel in groups if they find like-minded individuals who have much to teach and share. They are particularly fond of lillends, and these winged azatas can easily carry the child-sized vulpinals, giving vulpinals many opportunities to share stories.
Silvanshee
Tiny celestial (agathion), neutral good
- Armor Class 13
- Hit Points 10 (3d4 + 3)
- Speed 45ft., fly 30 ft.
STR DEX CON INT WIS CHA 6 (-2) 15 (+2) 13 (+1) 10 (+0) 10 (+0) 12 (+1)
- Skills Acrobatics +4, Perception +2, Stealth +4
- Damage Resistances cold, psychic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities petrified
- Senses darkvision 60 ft., passive Perception 12
- Languages all; speak with animals
- Challenge 1 (200 XP)
Keen Hearing and Smell. The silvanshee has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Lay on Hands. The silvanshee can use lay on hands with a pool of 15 points.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Avoral
Medium celestial (agathion), neutral good
- Armor Class 16
- Hit Points 97 (9d8 + 27)
- Speed 40 ft., fly 80 ft.
STR DEX CON INT WIS CHA 10 (+0) 23 (+6) 17 (+3) 12 (+1) 18 (+4) 19 (+4)
- Saves Dex +10, Wis +8, Cha +8
- Skills Perception +12
- Damage Resistances cold, psychic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities petrified
- Senses truesight 60 ft., passive Perception 22
- Languages all; speak with animals
- Challenge 9 (5,000 XP)
Flyby. The avoral doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Innate Spellcasting. The avoral's spellcasting ability is Charisma (spell save DC 16). The avoral can innately cast the following spells, requiring no material components:
At will: detect magic, gust of wind
3/day each: hold person, lightning bolt, magic missile (4th-level)Lay on Hands. The avoral can use lay on hands with a pool of 45 points.
Magic Resistance. The avoral has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The avoral makes two attacks with its talons.
Talons. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Variant: Silvanshee Familiar
Silvanshees can also be bound into service as familiars, a role they hope brings the peace of mind they have gained through their experiences.
Familiar. The silvanshee can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the silvanshee senses as long as they are within 1 mile of each other. While the harbinger is within 10 feet of its master, the master can use its lay on hands trait as though it were theirs. At any time and for any reason, the harbinger can end its service as a familiar, ending the telepathic bond.
Vulpinal
Small celestial (agathion), neutral good
- Armor Class 16 (mage armor)
- Hit Points 38 (7d6 + 14)
- Speed 40 ft.
STR DEX CON INT WIS CHA 8 (-1) 16 (+3) 15 (+2) 19 (+4) 15 (+2) 16 (+3)
- Skills Acrobatics +4, Perception +2, Stealth +4
- Damage Resistances cold, psychic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities petrified
- Senses darkvision 60 ft., passive Perception 12
- Languages all; speak with animals
- Challenge 3 (700 XP)
Calm Aura. Any creature hostile to the vulpinal that starts its turn within 20 feet of the vulpinal must make a DC 14 Wisdom saving throw, unless the vulpinal is incapacitated. On a failed save, the creature is totally indifferent to creatures of the vulpinal's choice for 1 minute. This ends early if the creature is attacked or harmed by a spell. If a creature's saving throw is successful or the effect ends, the creature is immune to the vulpinal's calm aura for the next 24 hours.
Innate Spellcasting. The vulpinal's spellcasting ability is Charisma (spell save DC 14). The vulpinal can innately cast the following spells, requiring no material components:
At will: detect evil and good, mage armor, minor illusion
3/day each: charm monster, dimension door, flame arrows
1/day major imageLay on Hands. The vulpinal can use lay on hands with a pool of 35 points.
Actions
Multiattack. The vulpinal makes two attacks with his rapier.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Invisibility. The vulpinal magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the vulpinal wears or carries is invisible with it.
Cetaceal
Medium celestial (agathion), neutral good
- Armor Class 18 (natural armor)
- Hit Points 126 (17d8 + 51)
- Speed 10 ft., swim 60 ft.
STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 17 (+3) 12 (+1) 18 (+4) 15 (+2)
- Saves Str +14, Dex +8, Con +11, Int +6, Wis +9, Cha +12
- Skills Athletics +9, Insight +9, Persuasion +7
- Damage Resistances cold, psychic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities petrified
- Senses blindsight 20 ft., darkvision 60 ft., passive Perception 14
- Languages all; speak with animals
- Challenge 13 (10,000 XP)
Aura of Protection All creatures of its choice within 20 feet of the cetaceal gain a +5 bonus to their saving throws. This bonus is already included in the cetaceal's statistics
Innate Spellcasting. The cetaceal's spellcasting ability is Charisma (spell save DC 15). The avoral can innately cast the following spells, requiring no material components:
At will: detect thoughts, light, message
3/day each: cure wounds (4th-level), remove curse, restoration
1/day each: awaken, heal, hold monsterLay on Hands. The cetaceal can use lay on hands with a pool of 85 points.
Magic Resistance. The cetaceal has advantage on saving throws against spells and other magical effects.
Magic Weapons. The cetaceal's weapon attacks are magical.
Actions
Multiattack. The Cetaceal makes two attacks: one with its spear, and the other with its tail slap.
Spear. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 14 (4d6) lightning damage.
Tail Slap. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, if the target is a large or smaller creature, they must make a DC 17 Strength saving throw, or be shoved up to 10 feet away from the cetaceal and be stunned until the start of its next turn.
Draconal
Large celestial (agathion), neutral good
- Armor Class 20 (divine insight)
- Hit Points 300 (24d10 + 168)
- Speed 40ft., fly 80 ft.
STR DEX CON INT WIS CHA 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
- Saving Throws Str +15, Dex +16, Con +21, Int +13, Wis +18, Cha +14
- Damage Resistances poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning, determined by the draconal's Celestial Focus trait
- Condition Immunities petrified
- Senses truesight 120 ft., passive Perception 14
- Languages all; speak with animals
- Challenge 23 (50,000 XP)
Aura of Protection All creatures of its choice within 20 feet of the draconal gain a +7 bonus to their saving throws. This bonus is already included in the draconal's statistics
Celestial Focus. A draconal's color indicates aspects of its power and attunement to the powers of the good planes (see Draconal Colors, below). These determine the draconal's breath weapon, the additional energy damage of its claw and bite attacks, additional resistances and immunities
Innate Spellcasting. The draconal's spellcasting ability is Charisma (spell save DC 21). The draconal can innately cast the following spells, requiring no material components:
At will: animal shapes, command, detect thoughts, lightning bolt 3/day each: hold monster, shapechange, polymorph
Lay on Hands. The draconal can use lay on hands with a pool of 120 points.
Magic Resistance. The draconal has advantage on saving throws against spells and other magical effects.
Magic Weapons. The draconal's weapon attacks are magical.
Actions
Multiattack. The draconal makes three attacks, one with its bite, and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) piercing damage plus 21 (6d6) damage of a type determined by the draconal's Celestial Focus.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus 21 (6d6) damage of a type determined by the draconal's Celestial Focus.
Breath Weapon (Recharge 5-6). The draconal exhales energy in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) damage of a type determined by the draconal's Celestial Focus on a failed save, or half as much damage on a successful one.
Draconal Colors
A draconal's coloration represents mystical elements relating to energy, life, and the natural world. These colors are normally chromatic rather than metallic, and an ignorant person seeing a draconal's colors may mistake them for an evil half-dragon. However, some draconals have metallic or gem-like coloration; for example, a yellow draconal may appear mustard yellow or metallic gold, while a white draconal may be chalk white, pearlescent white, or metallic silver. Draconals can change their coloration after a lengthy period of meditation, but normally only do this in response to some horrible evil that requires their direct intervention. This change affects the draconals' personality, and may alter their physical shape or apparent gender.
Black. Black is a balance between male and female energy, and represents the sky, stars, immortality, and leadership.
Green. Green is slightly skewed toward masculinity. It represents wood, plants, and flowers.
Red. Red is a strongly masculine color, and most red draconals are male or have aggressive or gregarious personalities. Red represents fire, light, and warding against bad luck.
White. White is slightly skewed toward femininity, and most white draconals are female or have protective or serene personalities. White represents brightness, fulfillment, metal, mourning, and purity.
Yellow. Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck.
Draconal Colors
| Color | Damage Type |
|---|---|
| Black | Fire |
| Green | Cold |
| Red | Fire |
| White | Cold |
| Yellow | Acid |
Leonal
Medium celestial (agathion), neutral good
- Armor Class 17 (natural armor)
- Hit Points 126 (12d10 + 60)
- Speed 40ft., lope 50 ft.
STR DEX CON INT WIS CHA 19 (+4) 17 (+3) 18 (+4) 17 (+3) 16 (+3) 19 (+4)
- Saving Throws Dex +7, Con +8
- Skills Athletics +8, Intimidation +8, Perception +7
- Damage Resistances cold, psychic, poison; bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities lightning
- Condition Immunities petrified
- Senses darkvision 60 ft., passive Perception 17
- Languages all; speak with animals
- Challenge 12 (8,400 XP)
Innate Spellcasting. The leonal's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: detect thoughts, light, shield of faith.
3/day: fireball, hold monster, sacred weapon
1/day: mass cure wounds, restorationKeen Smell. The leonal has advantage on Wisdom (Perception) checks that rely on smell.
Lay on Hands. The leonal can use lay on hands with a pool of 60 points.
Magic Resistance. The leonal has advantage on saving throws against spells and other magical effects.
Magic Weapons. The leonal's weapon attacks are magical.
Pack Tactics. The leonal has advantage on an attack roll against a creature if at least one of the leonal's allies is within 5 feet of the creature and the ally isn't incapacitated.
Pounce. If the leonal moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the leonal can make one bite attack against it as a bonus action.
Running Leap. With a 10-foot running start, the leonal can long jump up to 25 feet.
Actions
Multiattack. The leonal makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 16 (3d10) radiant.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 16 (3d10) radiant.
Roar (3/day). The leonal emits a powerful roar. Each creature in a 60-foot cone must make a DC 16 Constitution saving throw, taking 36 (8d8) thunder damage and are deafened for 1 minute on a failed save, or half as much damage and are not deafened on a successful one. Creatures who fail this save by 5 or more are blinded for 1 minute.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.