Cleansed Petitioner

An animalistic form, resonating with a deep sense of wisdom and tranquility, peers at you with eyes that seem to hold the secrets of lifetimes.

Petitioners are the souls of mortals brought to the Outer Planes after death in order to experience their ultimate punishment, reward, or fate. A petitioner retains fragments of its memories from life, and its appearance depends not only upon the shape it held in life but also upon the nature of the Outer Plane to which it has come.

Nirvana's serene landscapes are the backdrop for The Cleansed. These souls adopt the form of animals, a manifestation that mirrors their inner personalities. Their journey in Nirvana is one of introspection and enlightenment. As they come to terms with their essence and achieve true insight, a transformation awaits, allowing them to emerge as the benevolent agathions.

CR 1 XP 400
Human petitioner (Cleansed)
NG Medium outsider (extraplanar)
Init +0; Senses darkvision 60 ft., Perception +6
DEFENSE
AC
10, touch 10, flat-footed 10
hp 16 (2d10+5)
Fort +4, Ref +3, Will +1
Immune mind-affecting effects; Resist cold 10, sonic 10
OFFENSE
Speed
30 ft.
Melee slam +2 (1d4)
STATISTICS
Str
11, Dex 10, Con 13, Int 10, Wis 13 Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Toughness
Skills Craft (any two) +5, Knowledge (planes) +5, Perception +6, Sense Motive +6, Stealth +5
Languages Common
SQ petitioner traits
ECOLOGY
Environment
Nirvana
Organization solitary, pair, group (3–12), or army (13 or more)
Treasure none
CREATING A CLEANSED PETITIONER
 
 

Foo Creature

There can be no mistaking this animal-like creature for a mere beast, for its face has an almost supernaturally human look to it.

Foo creatures are benevolent guardian spirits that hail originally from the Outer Plane of Nirvana, where they spend their days cavorting in the idyllic wilds or aiding that realm’s inhabitants, particularly the agathions, in their work. Yet while they come from Nirvana, foo creatures are often encountered on the Material Plane as well, for they are favorite conjurations of many cultures and religions. Countless species of foo creatures exist—for if an animal dwells upon the Material Plane, it is certain that somewhere in the vast wilds of Nirvana its spiritual double frolics and plays. Nonetheless, certain foo creatures are more common than others, and the most often encountered of all are dogs and lions. A foo creature can be called to the Material Plane for any reason a conjurer can imagine—these monsters are generally much more intelligent than their mundane counterparts, and can not only follow complex orders but can speak and converse as well. Typically, a foo creature is contacted to serve for a time as a guardian—by adopting its statue form using its freeze ability, a foo creature can appear as little more than an ornate decoration astride the facade of a building or standing guard over a fountain in a city plaza. They are not as often called upon to serve as soldiers in armies, for foo creatures detest war. They generally dislike serving as mounts as well, although for particularly pious and kindly folk, they have been known to make exceptions.

FOO DOG
CR 2 XP 600
NG
Medium outsider (augmented animal, good, extraplanar)
Init +2; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC
15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 17 (2d10+6)
Fort +6, Ref +5, Will +3
Defensive Abilities paired protectors, stony defense 2/day; DR 5/bludgeoning; Immune poison, disease, paralysis, sleep
OFFENSE
Speed
40 ft.
Melee bite +4 (1d6+4 plus trip)
STATISTICS
Str
17, Dex 15, Con 17, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +4; CMD 16 (20 vs. trip)
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +6 (+14 when jumping), Perception +8, Survival +1 (+5 scent tracking)
Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
Languages Celestial, Common
SQ freeze
ECOLOGY
Environment
any (Nirvana)
Organization solitary or pair
Treasure none
FOO LION
CR 4 XP 1,200
NG
Large outsider (augmented animal, good, extraplanar)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +8
DEFENSE
AC
17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +7, Will +4
Defensive Abilities paired protectors, stony defense 5/day; DR 5/bludgeoning; Immune poison, disease, paralysis, sleep
OFFENSE
Speed
40 ft.
Melee bite +8 (1d8+6 plus grab), 2 claws +8 (1d4+6)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +8, 1d4+6)
STATISTICS
Str
23, Dex 17, Con 17, Int 6, Wis 12, Cha 6
Base Atk +3; CMB +10 (+14 grapple); CMD 23 (27 vs. trip)
Feats Improved Initiative, Iron Will, Run, Skill Focus (Perception)
Skills Acrobatics +11 (+15 when jumping), Perception +9, Stealth +8 (+16 in undergrowth)
Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth (+8 in undergrowth)
Languages Celestial, Common
SQ freeze
ECOLOGY
Environment
any (Nirvana)
Organization solitary or pair
Treasure none
CREATING A FOO CREATURE
 

Silvanshee

This black cat has gray stripes, violet eyes, and an unusual white blaze on its chest.

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. They can be taken as familiars by 7th-level good spellcasters with the Improved Familiar feat who meet the proper prerequisites. As familiars, silvanshees act as moral guides and steer their mortal allies toward corruptive forces that must be eliminated. In some mortal lands, they are called cat sìth or cath sidhe, and are believed to be disguised witches or fairies—and not necessarily benign creatures, which only encourages silvanshees to avoid strangers. Silvanshees are not fond of open combat, even against demons, devils, or other fiendish threats, and they’re likely to run away if confronted. When they must fight, they prefer greater numbers and the element of surprise, using their magic to temporarily overcome their physical weaknesses, and melting away into mist if the battle turns against them. A silvanshee is the size of a large domestic cat, though almost always sleek rather than fat, and weighs 20 pounds on average.

CR 2 XP 600
NG
Tiny outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC
15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 13 (2d10+2)
Fort +5, Ref +6, Will +2; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13
OFFENSE
Speed
30 ft., fly 90 ft. (good)
Melee bite +6 (1d3–4), 2 claws +6 (1d2–4)
Special Attacks heroic strength, pounce
Spell-Like Abilities (CL 2nd; concentration +3)
Constant—know direction, speak with animals
At will—dancing lights, prestidigitation, stabilize
1/day—dimension door (self plus 5 lbs. of objects only)
1/week—commune (6 questions, CL 12th)
STATISTICS
Str
3, Dex 15, Con 12, Int 10, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 8 (12 vs. trip)
Feats Improved Initiative, Weapon Finesse
Skills Acrobatics +11, Climb +7, Fly +6, Knowledge (arcana) +5, Knowledge (planes) +5, Perception +10, Stealth +19
Racial Modifiers +4 Acrobatics, +4 Perception, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ cat’s luck, flight, lay on hands (1d6, 1/day, as a 2nd-level paladin), spectral mist
ECOLOGY
Environment
any land (Nirvana)
Organization solitary, pair, or clowder (3–10)
Treasure standard
SPECIAL ABILITIES
Cat’s Luck (Su)
A silvanshee adds its Charisma modifier as a luck bonus on all its saving throws. Once per day as a standard action, it can also grant this bonus to one ally within 30 feet for 10 minutes.
Heroic Strength (Su) Once per day, a silvanshee can grant itself a +8 enhancement bonus to Strength for 1 minute.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Speak with Animals (Su) This ability works like speak with animals (caster level 2nd) but is a free action and does not require sound.
Spectral Mist (Su) A silvanshee can assume an eerie, mist-like form roughly the size and shape of a cat. This ability has the same effect as a gaseous form spell, except the silvanshee retains its own DR and supernatural abilities and can move at its normal speed. It can remain in mist form up to 5 minutes per day. This duration does not have to be consecutive, but it must be used in 1-minute increments.
 

Reptial

This iguana-headed scholar wears a robe of frills and scales covered in baubles and trinkets.

Reptials are curious and benevolent scholars of Nirvana. They spend their time collecting holy relics, no matter how minor, and can store some of their knowledge within a chosen relic. They keep most of these relics for themselves, but individual reptials have been known to distribute particularly useful pieces to good-aligned individuals and temples that are enduring difficult trials. Such relics often appear mysteriously within a temple or home, placed carefully among other objects. Reptials prefer to avoid combat if possible, using their abilities to escape instead and find heroes or more warlike agathions to combat evil directly. A reptial stands 3 feet tall and weighs about 40 pounds, not counting the weight of its many relics.

CR 4 XP 1,200
NG
Small outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +11
DEFENSE
AC
19, touch 15, flat-footed 15 (+3 Dex, +1 dodge, +4 natural, +1 size)
hp 37 (5d10+10)
Fort +3, Ref +7, Will +7; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 15
OFFENSE
Speed
30 ft., climb 20 ft.
Melee bite +9 (1d4+1), 2 claws +9 (1d3+1)
Special Attacks imposing presence
Spell-Like Abilities (CL 5th; concentration +9)
Constant—speak with animals
At will—faerie fire
3/day—color spray (DC 15), hypnotism (DC 15), protection from evil (DC 15), object reading
1/day—hideous laughter (DC 16)
STATISTICS
Str
12, Dex 17, Con 14, Int 19, Wis 16, Cha 19
Base Atk +5; CMB +5; CMD 19
Feats Dodge, Improved Initiative, Scribe Scroll, Weapon Finesse
Skills Acrobatics +10, Climb +9, Diplomacy +9, Intimidate +12, Knowledge (arcana) +9, Knowledge (geography, history, nature, nobility, religion) +6, Knowledge (planes) +12, Perception +11, Sense Motive +11, Spellcraft +12, Stealth +15
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (2d6, 6/day, as a 5th-level paladin), relic collector
ECOLOGY
Environment
any land (Nirvana)
Organization solitary, pair, or mess (3–10)
Treasure standard
SPECIAL ABILITIES
Imposing Presence (Ex)
As a standard action, a reptial can expand the frills on its robes and body dramatically, making it appear larger until the beginning of its next turn. All creatures within 30 feet who witness this transformation must succeed at a DC 16 Will save or be shaken for 1d6 rounds. A creature who succeeds on this saving throw is immune to this reptial’s imposing presence for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Relic Collector (Ex) Reptials are fond of collecting items with even tangential connections to significant celestial events. A reptial has a mental focus pool which it can choose to store in a relic. The pool contains a number of points equal to 5 + the reptial’s Intelligence modifier (9 points for a typical reptial). Each day, it can choose one school of magic that is tied to one of its relics . It gains the resonant power for that school of magic as if it were a 5th-level occultist storing all its points of mental focus in that relic. A reptial can only store focus in one relic at a time. As a free action, a reptial can expend 1 point of mental focus from the relic to add 1d6 to the result of a skill or ability check. This choice is made after the check is rolled and before the results are revealed. A reptial can only use 1 point of mental focus per check. A reptial can use this ability to add a bonus on any Knowledge, Linguistics, or Spellcraft skill check without expending a point of mental focus.
Speak with Animals (Su) This ability works like speak with animals (caster level 5th) but is a free action and does not require sound.
 

Vulpinal

This bright-eyed, anthropomorphic fox is dressed in simple traveling clothes and carries a musical instrument in one hand.

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. As the bards and sages of the agathions, they dress in functional clothing, typically embellishing a single article to show their creativity and personality. Most appear to be adults, though others look more like fox kits (with shorter stature and larger eyes) while some look much older (leaner, with gray fur on the muzzle, chest, and tail). Their hands are humanoid in shape, with tiny clawed fingers. 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. Indeed, for a vulpinal, there are few greater pleasures than sharing their knowledge—acting as sages of the planes, teaching songs and dances from exotic places, and composing poems about beautiful places in the natural world. Though they are gentle by nature, they fight to defend beauty, especially if their magic can bolster the more martial celestial races. A vulpinal stands about 3 feet in height and weighs 50 pounds.

CR 6 XP 2,400
NG
Small outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., detect evil, low-light vision; Perception +12
Aura calm emotions (30 ft.)
DEFENSE
AC
22, touch 14, flat-footed 19 (+4 armor, +3 Dex, +4 natural, +1 size)
hp 59 (7d10+21)
Fort +5, Ref +10, Will +7; +4 vs. poison
DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 17
OFFENSE
Speed
30 ft.
Melee bite +11 (1d4+1), 2 claws +11 (1d3+1)
Special Attacks pounce
Spell-Like Abilities (CL 7th; concentration +10)
Constant—detect evil, mage armor, speak with animals
At will—invisibility (self only)
3/day—charm monster (DC 17), dispel evil (DC 18), flame arrow, holy smite (DC 17), dimension door (self plus 50 lbs. of objects only), remove disease
1/day—major image (DC 16)
STATISTICS
Str
12, Dex 16, Con 17, Int 19, Wis 15, Cha 16
Base Atk +7; CMB +7; CMD 20
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse
Skills Acrobatics +10 (+18 jump), Bluff +13, Knowledge (any one) +21, Knowledge (arcana) +21, Knowledge (planes) +21, Perception +12, Perform (any one) +13, Spellcraft +14, Stealth +17, Use Magic Device +10
Racial Modifiers +8 Acrobatics when jumping
Languages Celestial, Common, Draconic, Infernal; speak with animals, truespeech
SQ bardic knowledge +7, lay on hands (3d6, 6/day, as a 7th-level paladin)
ECOLOGY
Environment
any land (Nirvana)
Organization solitary, pair, or team (3–12)
Treasure standard (masterwork musical instrument, other treasure)
SPECIAL ABILITIES
Calm Emotions Aura (Su)
A vulpinal’s aura acts like a calm emotions spell with a radius of 30 feet. Any creature entering this area must make a Will save (DC 16) to resist the effect. A creature that makes its save is immune to that vulpinal’s aura for 24 hours. The save DC is Charisma-based.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Speak with Animals (Su) This ability works like speak with animals (caster level 7th) but is a free action and does not require sound.
 

Avoral

Great feathers sweep back from this fierce bird-man’s brow, and long, clawed hands grow from the end of his wings.

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.

CR 9 XP 6,400
NG
Medium outsider (agathion, extraplanar, good)
Init +6; Senses darkvision 60 ft., detect magic, low-light vision, see invisibility, true seeing; Perception +23
Aura fear aura (20 ft., DC 17)
DEFENSE
AC
25, touch 17, flat-footed 18 (+6 Dex, +1 dodge, +8 natural)
hp 94 (9d10+45)
Fort +11, Ref +12, Will +6; +4 vs. poison
DR 10/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 20
OFFENSE
Speed
40 ft., fly 90 ft. (good)
Melee 2 claws +16 (2d6+3), 2 wings +10 (2d6+1)
Spell-Like Abilities (CL 9th; concentration +12)
Constant—detect magic, see invisibility, speak with animals
At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only)
3/day—lightning bolt (DC 16), empowered magic missile
STATISTICS
Str
17, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Base Atk +9; CMB +12; CMD 29
Feats Dodge, Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse, Weapon Focus (claw)
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
Racial Modifiers Perception +8
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (4d6, 7/day, as a 9th-level paladin)
ECOLOGY
Environment
any air (Nirvana)
Organization solitary, pair, or squad (3–6)
Treasure standard
SPECIAL ABILITIES
Lay On Hands (Su)
An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Speak with Animals (Su) This ability works like speak with animals (caster level 9th) but is a free action and does not require sound.
True Seeing (Su) This ability works like the spell (caster level 14th), except it only affects the avoral, the avoral must concentrate for 1 full round before it takes effect, and it remains as long as the avoral concentrates.
 

Moon Dog

This sleek, white-furred hound stands three feet tall at the shoulder. It paws resemble hands and its face seems preternaturally wise.

Moon dogs are extraplanar hounds from Nirvana that frequently travel in nomadic packs onto Elysium, hunting planar menaces where they please. Often their hunts will take them beyond to the Astral Plane or the Ethereal Plane, and sometimes even to the remote wildernesses of the Material Plane. More often than not, they enter the Material Plane to combat eruptions of evil outsiders plaguing innocent mortals. When they do so, they often ally with powerful celestials, serving amid their forays as scouts and wise council.  Moon dogs can stand erect and wield weapons if desired, but they prefer the speed and mobility of traveling on all fours. Most moon dogs stand approximately 5 feet tall and weigh about 125 pounds.    

CR 9 XP 6,400
NG
Medium outsider (extraplanar, good)
Init +2; Senses darkvision 120 ft., detect evil, detect magic, keen senses, scent, see invisibility; Perception +26
DEFENSE
AC
23, touch 13, flat-footed 20 (+2 Dex, +1 dodge, +10 natural)
hp 114 (12d10+48)
Fort +12, Ref +10, Will +9
DR 10/evil; Immune fear; SR 20
OFFENSE
Speed
50 ft., or 30 ft. (while on two legs)
Melee bite +17 (1d6+6 plus trip)
Special Attacks bay (DC 19), lunar light, sneak attack +6d6
Spell-Like Abilities (CL 12th; concentration +15)
Constant—detect evil, detect magic, see invisibility
At will—dancing lights
3/day—alter self, mirror image
1/day—darkness, dispel magic, greater invisibility, greater shadow conjuration (DC 20), nondetection, obscuring mist
STATISTICS
Str
18, Dex 15, Con 19, Int 15, Wis 16, Cha 16
Base Atk +12; CMB +16; CMD 29 (33 vs. trip)
Feats Alertness, Dodge, Iron Will, Mobility, Spring Attack, Weapon Focus (bite)
Skills Acrobatics +17, Bluff +17, Diplomacy +18, Knowledge (arcana) +13, Knowledge (planes) +10, Perception +26, Sense Motive +22, Stealth +17, Survival +18 (+22 when tracking by scent)
Racial Modifiers +4 Perception, +4 Survival when tracking by scent
Languages Celestial (can’t speak); telepathy 100 ft.
SQ lick, plane shift
ECOLOGY
Environment
any (Nirvana)
Organization solitary, pair, or pack (3–11)
Treasure standard
SPECIAL ABILITIES
Bay (Su)
A moon dog can produce one of the following effects when it howls or barks. Each bay is a sonic effect that functions as the spell of the same name (caster level 12th) except as noted below. The save DCs are Charisma-based. A creature that successfully saves against one of these effects is immune to that bay effect, created by that moon dog, for 24 hours.
Dismissal: This effect works as per the spell dismissal, except it targets one evil extraplanar creature.
Fear: As per the spell fear, except this fear affects all evil creatures within 80 feet.
Keen Senses (Ex) Moon dogs can see twice as far as humans in low-light and normal light conditions, and can see without impairment through mist and fog.
Lick (Sp) The lick of a moon dog provides one of the following spell effects (caster level 12th) to the target: cure light wounds, neutralize poison, or remove disease. Each is usable at will by the moon dog, but can affect a given recipient only once per day.
Lunar Light (Su) When in dim light, a moon dog can create dappled shadows and pale luminous patterns in a 60-foot-radius emanation. This effect causes evil creatures to become fascinated (Will DC 19 negates). Good-aligned creatures in this area gain the benefits of protection from evil (caster level 12th). Creating this lunar light is a full-round action, and the moon dog must concentrate to maintain it. The shadow weave remains centered on the moon dog as it moves. Evil creatures saving against lunar light cannot be affected again by that moon dog’s lunar light for 24 hours.
Plane Shift (Sp) A moon dog can enter the Astral Plane, Ethereal Plane, or Material Plane as a standard action, as if using plane shift (caster level 12th).
 

Leonal

This lion-headed humanoid has golden fur, sharp teeth, and long cat-like claws on its hands and feet.

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. Leonals like their battles to be straightforward affairs. They begin with a roar to put their foes off balance, then follow up with claw and bite attacks. They closely coordinate with others in their pride, watching one another’s flanks and setting up devastating attacks. They mainly use their magical abilities against large numbers of weaker foes and against those they need to capture or incapacitate without dealing harm to them. Leonals stand 6 feet tall and weigh 270 pounds on average. Males usually have manes of either dark gold or black hair, which may only surround the head or may extend onto the shoulders and chest. Female leonals do not have manes, but may have longer hair on the back of the neck.

CR 12 XP 19,200
NG
Medium outsider (agathion, extraplanar, good)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +19
Aura protective aura (20 ft.)
DEFENSE
AC
27, touch 14, flat-footed 23 (+3 Dex, +1 dodge, +13 natural) (+4 deflection vs. evil)
hp 147 (14d10+70)
Fort +14, Ref +12, Will +6; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 23
OFFENSE
Speed
60 ft.
Melee bite +23 (1d8+8 plus grab), 2 claws +23 (1d6+8)
Special Attacks roar, pounce, rake (2 claws +23, 1d6+8)
Spell-Like Abilities (CL 14th; concentration +16)
Constant—speak with animals
At will—detect thoughts, fireball (DC 15), hold monster (DC 17)
3/day—cure critical wounds, neutralize poison, remove disease, wall of force
1/day—heal
STATISTICS
Str
27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Base Atk +14; CMB +22 (+26 grapple); CMD 36
Feats Ability Focus (roar), Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Focus (bite, claw)
Skills Acrobatics +24 (+36 jump), Handle Animal +19, Intimidate +19, Knowledge (any one) +19, Perception +19, Sense Motive +19, Spellcraft +16, Stealth +24
Racial Modifiers +4 Acrobatics, +4 Stealth
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ lay on hands (7d6, 9/day, as a 14th-level paladin)
ECOLOGY
Environment
any land (Nirvana)
Organization solitary, pair, or pride (3–8)
Treasure standard
SPECIAL ABILITIES
Lay On Hands (Su)
An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). The defensive benefits from the circle are not included in a leonal’s stat block.
Roar (Su) Up to three times per day, a leonal can emit a powerful roar as a standard action. Each roar affects a 60- foot cone with the effects of a holy word spell and also deals 2d6 points of sonic damage to all creatures in the area (DC 21 Fortitude negates). This is a sonic effect. The save DC is Charisma-based.
Speak with Animals (Su) This ability works like speak with animals but is a free action and does not require sound.
 

Peri

This beautiful albino woman is wreathed in wings of brilliant flame.

Peris are a race of celestials native to the good-aligned Outer Planes, but they are also often found in the company of mortals on the Material Plane. Believed to be the descendants of fallen angels, peris do penance for their ancestors’ sins before they can earn a place in paradise. As a result, peris work tirelessly to aid and support good heroes of the mortal realms in a never-ending battle against evil. Peris hate the evil fiends known as divs, who constantly seek to ruin the good works of mortals. Peris often work to repair damage wrought by the destructive divs. For their part, the divs take great pleasure in tormenting and persecuting peris, locking the fiery-winged celestials in cages of cold iron and endlessly torturing them.

CR 14 XP 38,400
NG
Medium outsider (good, native)
Init +7; Senses darkvision 60 ft., low-light vision, smoke sight; Perception +26
DEFENSE
AC
30, touch 18, flat-footed 22 (+7 Dex, +1 dodge, +12 natural)
hp 180 (19d10+76)
Fort +12, Ref +18, Will +17
DR 10/cold iron and evil; Immune electricity, fire; Resist acid 10, cold 10; SR 25
OFFENSE
Speed
30 ft., fly 90 ft. (good)
Melee +2 flaming burst scimitar +27/+22/+17/+12 (1d6+11/18–20 plus 1d6 fire), 2 wings +20 (1d6+3 plus burn)
Special Attacks burn (2d6, DC 23), whirlwind dance
Spell-Like Abilities (CL 15th; concentration +23)
Constant—fire shield (warm shield)
At will—aid, flame jump, pyrotechnics (DC 20), scorching ray
3/day—fireball (DC 21), flame strike (DC 23), wall of fire
STATISTICS
Str
22, Dex 24, Con 19, Int 21, Wis 19, Cha 26
Base Atk +19; CMB +25 (+27 disarm); CMD 43 (45 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Great Fortitude, Improved Disarm, Iron Will, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Skills Acrobatics +29, Diplomacy +30, Fly +33, Heal +23, Knowledge (planes) +27, Knowledge (religion) +24, Perception +26, Perform (any one) +30, Sense Motive +26, Spellcraft +27, Stealth +29
Languages Celestial, Common, Draconic, Elven, Ignan; telepathy 100 ft.
ECOLOGY
Environment
any good-aligned plane
Organization solitary or pair
Treasure triple (+2 flaming burst scimitar, other treasure)
SPECIAL ABILITIES
Flame Jump (Sp)
A peri can enter any fire equal to the peri’s size or larger and travel any distance to another fire in a single round, regardless of the distance between the two. This ability otherwise functions as greater teleport (caster level 14th), but the peri can transport only itself and up to 50 pounds of objects.
Smoke Sight (Su) A peri can see through fire, fog, and smoke without penalty.
Whirlwind Dance (Su) Once per day as a full-round action, a peri can spin in an ever-faster, whirling dance, transforming itself into a spinning vortex of flame 10 to 40 feet high for up to 9 rounds. This ability functions as the whirlwind ability (DC 26 Reflex save), but any creature that comes in contact with the whirlwind or is caught inside it takes 2d6+6 points of fire damage and is subject to the peri’s burn special attack. The save DC is Dexterity-based.
 

Cetaceal

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.

CR 15 XP 51,200
NG
Medium outsider (agathion, aquatic, extraplanar, good)
Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +28
Aura protective aura (20 ft.)
DEFENSE
AC
30, touch 15, flat-footed 25 (+4 Dex, +1 dodge, +15 natural; +4 deflection vs. evil)
hp 212 (17d10+119); regeneration 5 (evil weapons and spells)
Fort +17, Ref +16, Will +9; +4 vs. poison, +4 resistance vs. evil
DR 10/evil and silver; Immune cold, electricity, petrification; Resist sonic 10; SR 26
OFFENSE
Speed
10 ft., swim 80 ft.
Melee +1 shocking burst shortspear +28/+23/+18/+13 (1d6+14 plus 1d6 electricity), tail slap +22 (1d6+4 plus push and stun)
Special Attacks shockwave, push (tail slap, 10 ft.)
Spell-Like Abilities (CL 15th; concentration +18)
Constant—speak with animals
At will—detect thoughts (DC 15), light, lightning bolt (DC 16), hold monster (DC 18), message, greater teleport (self plus 50 lbs. of objects only)
7/day—break enchantment, cure serious wounds, neutralize poison, remove disease
3/day—cone of cold (DC 18), cure critical wounds, greater restoration, heal
1/day—awaken, summon monster VIII (water elementals only)
STATISTICS
Str
29, Dex 19, Con 24, Int 14, Wis 18, Cha 17
Base Atk +17; CMB +26; CMD 41 (can’t be tripped)
Feats Combat Casting, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Spell Penetration, Weapon Focus (shortspear, tail slap), Wind Stance
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
Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ amphibious, lay on hands (8d6, 11/day, as a 17th-level paladin)
ECOLOGY
Environment
any water (Nirvana)
Organization solitary, pair, or pod (3–6)
Treasure double (+1 shocking burst shortspear, other treasure)
SPECIAL ABILITIES
Protective
Aura (Su)
Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the cetaceal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals cetaceal’s HD). The defensive benefits from the circle are not included in the above stat block.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Shockwave (Su) 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.
Speak with Animals (Su) This ability works like speak with animals (caster level 17th) but is a free action and does not require sound.
Stun (Ex) Any creature moved by a cetaceal’s push attack must make a DC 25 Fortitude saving throw or be stunned for 1 round. The DC is Constitution-based.
 

Cervinal

Beneath a crown of antlers, this centaur-like creature blends the upper body of a humanoid with the lower body of a majestic elk.

Cervinals stand proud and regal at the head of Nirvana’s agathion forces. Sometimes termed the “knights” of the agathions, cervinals have gained a reputation for their battle prowess, noble natures, and admirable wisdom, as well as their fearlessness and willingness to lead from the front. They stand almost 11 feet tall, though part of that height is their magnificent racks of antlers, which can measure up to 4 feet across. These antlers gleam as if forged from beaten bronze, and a fine fuzz of downy gold covers their entire bodies, particularly along the shoulders and neck. Cervinals from the more frigid regions of Nirvana sport an entire coat of chestnut fur up their chests and shoulders.    

CR 17 XP 102,400
NG
Large outsider (agathion, extraplanar, good)
Init +5; Senses darkvision 60 ft., detect scrying, low-light vision, see invisibility; Perception +31
DEFENSE
AC
32, touch 15, flat-footed 26 (+5 Dex, +1 dodge, +17 natural, –1 size)
hp 283 (21d10+168)
Fort +20, Ref +14, Will +19; +4 vs. poison
DR 10/evil and silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 28
OFFENSE
Speed
50 ft.; gallop
Melee 2 slams +30 (1d6+10), 2 hooves +25 (2d6+5)
Ranged +3 composite longbow +29/+24/+19/+14 (1d8+13/×3)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+15 plus stagger)
Spell-Like Abilities (CL 20th; concentration +24)
Constant—detect scrying, see invisibility, speak with animals
At will—discern lies, freedom of movement, greater teleport (self plus 50 lbs. of objects only), invisibility purge, light, message
5/day—clairaudience/clairvoyance, cure critical wounds, dismissal (DC 18), dispel magic
3/day—breath of life, mass bull’s strength, plane shift (DC 19)
1/day—discern location, greater scrying (DC 21)
STATISTICS
Str
31, Dex 20, Con 26, Int 19, Wis 24, Cha 19
Base Atk +21; CMB +32; CMD 48 (52 vs. trip)
Feats Combat Casting, Combat Reflexes, Deadly Aim, Dodge, Lightning Reflexes, Manyshot, Mobility, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (composite longbow)
Skills Acrobatics +29, Climb +31, Diplomacy +28, Intimidate +25, Knowledge (arcana, nature, planes) +28, Perception +31, Stealth +25, Survival +28
Languages Celestial, Draconic, Infernal; speak with animals; truespeech
SQ lay on hands (10d6, 14/day, as a 20th-level paladin), undersized weapons
ECOLOGY
Environment
any land (Nirvana)
Organization solitary, collective (2–3), or herd (4–6)
Treasure double (+3 composite longbow [+10 Str], other treasure)
SPECIAL ABILITIES
Gallop (Ex)
When a cervinal uses a full-round action to run, it can move up to six times its speed.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Speak with Animals (Su) This ability works like speak with animals (caster level 21st) but is a free action and does not require sound.
Stagger (Ex) Any creature that takes damage from a cervinal’s powerful charge attack must succeed at a DC 28 Fortitude save or be staggered for 1 round. The save DC is Constitution-based.
 

Draconal

This noble creature seems to be part serpent, part humanoid, and part dragon, with great wings and a crown of horns.

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.

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 her 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. Black draconals are immune to fire damage, and their breath weapon is fire. A black draconal adds Fire, Glory, and Luck to its list of possible domains.
Green: Green is slightly skewed toward masculinity. It represents wood, plants, and flowers. Green draconals are immune to cold damage, and their breath weapon is cold. A green draconal adds Animal, Plant, and Water to its list of possible domains.
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. Red draconals are immune to fire damage, and their breath weapon is fire. A red draconal adds Fire, Protection, and Sun to its list of possible domains.
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. White draconals are immune to cold damage, and their breath weapon is cold. A white draconal adds Artifice, Liberation, and Repose to its list of possible domains.
Yellow: Like black, yellow is a balance between male and female energy. Yellow represents earth, oracles, stone, and luck. Yellow draconals are immune to acid, and their breath weapon is acid. A yellow draconal adds Earth, Glory, and Luck to its list of possible domains.

CR 20 XP 307,200
NG
Large outsider (agathion, extraplanar, good)
Init +6; Senses blindsense 60 ft., darkvision 120 ft., low-light vision; Perception +48
Aura protective aura (20 ft.)
DEFENSE
AC
36, touch 18, flat-footed 33 (+2 Dex, +1 dodge, +6 insight, +18 natural, –1 size) (+4 deflection vs. evil)
hp 324 (24d10+192); regeneration 10 (evil weapons and spells)
Fort +22, Ref +16, Will +17; +4 vs. poison, +4 resistance vs. evil,
DR 15/evil and silver; Immune one energy type (see Celestial Focus), electricity, petrification; Resist cold 10, sonic 10; SR 31
OFFENSE
Speed
40 ft., fly 120 ft. (average)
Melee bite +36 (2d6+13 plus 1d6 energy), 2 claws +31 (1d8+6 plus 1d6 energy)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (120-ft. line, 20d6 energy damage, Reflex DC 30 half, usable once every 1d4 rounds)
Cleric Spells Prepared (CL 17th; concentration +23)
9th—implosion (DC 26), storm of vengeance (DC 26)
8th—demand, earthquake, quickened holy smite (DC 21)
7th—empowered breath of life, empowered flame strike (DC 22), holy word (DC 24), quickened invisibility purge, repulsion (DC 24)
6th—animate objects, blade barrier (DC 23), find the path, heal, heroes’ feast, quickened remove paralysis
5th—breath of life
, dispel evil, flame strike (DC 22), greater command (DC 22), spell resistance, true seeing
4th—cure critical wounds
(3), freedom of movement, holy smite (DC 21), repel vermin (DC 21)
3rd—bestow curse (DC 20), daylight, dispel magic, helping hand, magic vestment, prayer, protection from energy
2nd—align weapon
(good only), calm emotions (DC 19), enthrall, hold person (DC 19), lesser restoration (2), shield other
1st—bless
, detect undead, divine favor, obscuring mist, remove fear, sanctuary (DC 18), shield of faith
0 (at will)—detect poison, guidance, purify food and drink, stabilize
Domains Good, Nobility
Spell-Like Abilities (CL 24th; concentration +30)
Constant—speak with animals
At will—beast shape II, command (DC 17), detect thoughts, elemental body III (air or water elementals only), greater teleport (self plus 50 lbs. of objects only), gust of wind, hold monster (DC 20), identify, light, lightning bolt (DC 19), mage hand, message
7/day—break enchantment, cure serious wounds, neutralize poison, remove disease
3/day—control water, control weather, control winds, heal, plane shift (DC 23)
STATISTICS
Str
36, Dex 15, Con 27, Int 24, Wis 24, Cha 23
Base Atk +24; CMB +38; CMD 57 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Empower Spell, Greater Spell Penetration, Improved Initiative, Iron Will, Mobility, Power Attack, Quicken Spell, Skill Focus (Perception), Spell Penetration
Skills Acrobatics +25, Bluff +29, Diplomacy +26, Escape Artist +22, Heal +27, Intimidate +29, Knowledge (arcana) +30, Knowledge (nature) +27, Knowledge (planes) +34, Knowledge (religion) +31, Perception +48, Sense Motive +34, Spellcraft +27, Stealth +21, Use Magic Device +26
Racial Modifiers +4 Perception
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ celestial focus, divine insight, lay on hands (10d6, 16/day, as a 20th-level paladin)
ECOLOGY
Environment
any air (Nirvana)
Organization solitary, pair, or flight (3–6)
Treasure double
SPECIAL ABILITIES
Celestial Focus (Ex)
A draconal’s color indicates aspects of its power and attunement to the powers of the good planes. These determine the draconal’s breath weapon, the additional energy damage of its claw and bite attacks, additional resistances and immunities, and its additional domain choices (see Spells, below).
Divine Insight (Su) A draconal adds its Charisma bonus as an insight bonus to Armor Class.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the draconal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals draconal’s HD). (The defensive benefits from the circle are not included in a draconal’s stat block.)
Speak with Animals (Su) This ability works like speak with animals but is a free action and does not require sound.
Spells Draconals cast spells as 17th-level clerics. Like clerics, they have access to two domains, selecting from the following list: Air, Good, Nobility, Weather, and two additional domain options based on their color. The majority of draconals choose Good and Nobility as their domains (as represented by this stat block). Draconals have a domain spell slot at each spell level but do not gain the granted powers of their chosen domains, nor do they gain access to other cleric abilities.
 

Empyreal Lord, Korada

This serene, acrobatic man has stiff sideburns, a beard like a monkey, and three golden-furred tails.

Korada is the champion of peace, kindness, and forgiveness. While he loves and respects his fellow empyreal lords for their tireless fight against wickedness, Korada believes good’s final triumph will come from the redemption of evil creatures rather than their destruction. Honest, joyful, and clever, the Open Hand of Harmony dispenses wisdom with warmth and humility, and freely shares the secrets he has amassed over ages of study and meditation. Korada’s dedication to philosophy and introspection have garnered him the ability to read the diverse threads of the world, see their nearly limitless connections, and then act on them with uncanny foresight. With neither the naïvety of youth nor the jaded weariness of age, Korada is a perfect balance of sentient intelligence and animal instinct, at home wherever he is. Though he can assume many forms, Korada’s true appearance is a slender, athletic man wearing a simple monk’s robe. He has a golden monkey-like beard and sideburns, three monkey tails, and a light layer of downy golden fur covering the rest of his body. On Nirvana, Korada dwells in the Dream Lotus, a serene palace city whose blossoming violet walls always drip with cool, golden nectar that is said to calm even the wildest of spirits. It’s a place of refuge and healing, and no violence is allowed within its walls; those with problems controlling their anger are sent to meditate at one of its many calming sacred pools. Korada is said to possess the gift of foresight, but he rarely acts on these strange visions. He believes the struggle to change is always worthwhile, even if such a journey does not always end in success. It’s the process, not the result, that matters most to Korada. Despite his staunch dedication to peace, Korada’s skill in battle is respected, and he’s able to utilize almost any fighting style without a second’s pause. He may be responsible for inspiring or teaching the animal combat styles to mortals, using various guises over the course of history on many worlds—or he may even have persuaded the creator gods to give the animals their instincts and talents for fighting, which led to mortals studying and emulating animal combat styles. Korada’s reputation for peace and martial skill earned him the role of the diplomat of the empyreal lords and their celestial armies. Balor lords, demodand warlords, and even infernal dukes have (temporarily) abandoned their dreams of conquest and warmongering when the Open Hand of Harmony has arrived—alone—in their court to suggest that they consider a different path. These visits always leave behind a path of dazed and stunned fiends, surprised and awed by how easily he defeated them; most silently suffer this indignation and plan vengeance for the next time he appears. Although Korada is usually serene and gentle, he has a mischievous side and has been known to poke fun at or harass his opponents like a capricious monkey. He combines his skill in battle and gift for trickery to lead dangerous opponents away from innocents or into places where they can more easily be captured or subdued. That said, Korada abhors violence, and he prefers to make nonlethal attacks (using his primal aura and tranquil master abilities), disabling foes so he can speak to them of their weakness. He dispatches mindless opponents without hesitation, not wanting to waste energy debating or persuading a thing empty of thoughts and incapable of making moral choices. He challenges enemy leaders to single combat if doing so would prevent violence between other combatants.

KORADA’S FAITH
Korada is worshiped by good fey, awakened animals, and mortal clerics and monks seeking inner peace. Many who have lived with constant violence pray to Korada for guidance in finding balance; others are inspired by his light heart and willingness to confront wickedness with compassion and humor. Many who worship him are once-evil creatures who chose the path of redemption, as well as paladins who strayed and are working to stay true to the path of righteousness and mercy. The empyreal lord’s sacred places are diplomatic embassies, mountain monasteries, and wells. Korada’s holy symbol is two devotees kneeling before a lotus or a golden monkey with three tails. His favored weapon is the unarmed strike. His clerics have access to the domains of Good, Healing, Magic, and Protection, and the subdomains of Agathion, Defense, Divine, and Restoration.

CR 26 XP 2,457,600
NG
Large outsider (agathion, extraplanar, good)
        In Karada's realm Dream Lotus?  Yes/No
Init +22; Senses blindsense 60 ft., darkvision 60 ft., detect evil, detect thoughts, low-light vision; Perception +46
Aura primal (30 ft.)
DEFENSE
AC
45, touch 40, flat-footed 36 (+10 Dex, +1 dodge, +2 insight, +13 natural, –1 size, +6 sacred, +12 Wis); never flat-footed
hp 528 (32d10+352); regeneration 10 (evil artifacts, effects, and spells)
Fort +21, Ref +30, Will +30
Defensive Abilities never surprised; DR 10/epic and evil; Immune ability damage, ability drain, charm effects, compulsion effects, death effects, disease, electricity, energy drain, petrification, poison; Resist cold 30, sonic 30; SR 37
OFFENSE
Speed
90 ft., climb 30 ft., fly 60 ft. (average)
Melee unarmed strike +31/+36/+31/+26 (2d10+8) or +5 quarterstaff +44/+39/+34/+29 (1d8+13) or flurry of blows +38/+38/+33/+33/+28/+28/+23 (2d10+8)
Space 10 ft.; Reach 10 ft.
Special Attacks shatter spells, stunning fist (8/day, DC 22)
Spell-Like Abilities (CL 20th; concentration +34)
Constant—detect evil, detect thoughts, foresight, sanctuary (DC 25), water walk
At will—augury, bless, calm animals (DC 25), calm emotions (DC 26), cure serious wounds, greater teleport, mirror image
3/day—divination, mad monkeys, quickened mirror image, neutralize poison, true seeing, wall of force
1/day—antimagic field, moment of prescience
STATISTICS
Str
26, Dex 30, Con 33, Int 25, Wis 35, Cha 38
Base Atk +32; CMB +41 (+43 disarm or grapple, +45 trip); CMD 84 (86 vs. disarm, grapple, or trip)
Feats Combat Expertise, Combat Reflexes, Dodge, Greater Trip, Improved Disarm, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Lunge, Mobility, Quicken Spell-Like Ability (mirror image), Scorpion Style, Snatch Arrows, Spring Attack, Step Up, Stunning Fist, Weapon Finesse
Skills Acrobatics +44 (+68 when jumping), Bluff +32, Climb +50, Diplomacy +45, Disguise +32, Escape Artist +26, Fly +8, Heal +27, Knowledge (arcana, geography, history, nature) +23, Knowledge (local) +22, Knowledge (planes, religion) +41, Perception +46, Sense Motive +46, Spellcraft +22, Stealth +40
Racial Modifiers +24 Acrobatics when jumping
Languages Celestial, Infernal; speak with animals, truespeech
SQ abundant step, change shape (avoral or any humanoid, shapechange), combat style master, ki pool (22 points; adamantine, epic, good, lawful, magic, mythic, silver), lay on hands (15d6, 29/day), seed of life, tranquil master
ECOLOGY
Environment
any forests or mountains (Nirvana)
Organization unique
Treasure standard (+5 quarterstaff, other treasure)
SPECIAL ABILITIES
Combat Style Master (Ex)
Korada can attack with unarmed strikes and perform flurry of blows as a 20th-level monk. Like a monk, he adds his Wisdom bonus to his AC and CMD. As a swift action, Korada may enter the basic stance of any combat style feat (such as Crane Style, Monkey Style, and so on) as if he had the first feat in the feat path for that combat style. By expending 2 points of ki, he may use any two feats from his current combat style’s feat path for the next minute; if he changes his stance, the previous stance’s feats become unavailable but he may use feats from the new stance.
Lay On Hands (Su) An agathion can heal wounds (its own or those of others) by touch. Using this ability is a standard action, unless the agathion targets itself, in which case it is a swift action. Alternatively, an agathion can use this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage.
Primal Aura (Su) Korada’s primal aura radiates calm and tranquility, automatically suppressing any non-mythic charm or compulsion effect on any creature within its area. Any creature in his aura (including him) can deal nonlethal damage with weapons without taking the –4 penalty on attack rolls for doing so.
Seed of Life (Sp) An empyreal lord can touch a willing creature and imbue it with magical healing power. The target radiates an aura of good as if it were an outsider and gains a +2 insight bonus on all saving throws against negative energy and death effects. As a standard action, the target can release this energy, turning it inward as a heal spell upon itself or outward as a mass cure serious wounds spell on allies within 30 feet (caster level 15th). If not released, the energy dissipates harmlessly after 24 hours. The empyreal lord can use this ability 5 times per day, but only on other creatures.
Shatter Spells (Su): Korada can destroy a magical effect (whether it’s on a creature or an independent effect such as a wall of fire) by attacking it with an unarmed strike. He must succeed at a melee touch attack against the creature or effect and expend 2 points of ki. If the attack hits, the creature or effect is subject to targeted greater dispel magic (CL 20th). If he dispels an effect, he suffer no harmful effects from touching it. If the effect is on a creature, the creature takes 1 point of damage per spell level of each effect dispelled.
Speak with Animals (Su) This ability works like speak with animals (caster level 32nd) but is a free action and does not require sound.
Tranquil Master (Su) Korada may attack without breaking his sanctuary spell-like ability so long as he only attempts to deal nonlethal damage.
 

Empyreal Lord, Arshea

Blue-gray wings extend over the jeweled bangles and gossamer veils of this androgynous angel.

Arshea is known as the embodiment of irrepressible passion and exultation, and is also named among mortals as the Spirit of Abandon and the Host of Delectation. Their unique form combines the most attractive traits of both femininity and masculinity—seen as such not only by members of the human race, but by those of any species that have an encounter with the empyreal lord. The empyreal lord is of both genders and neither, unfettered by such distinctions. Arshea has no personal realm, instead journeying throughout the celestial realms and the mortal world unpredictably, trailing a wake of beauty, freedom, and sensuality.  

ARSHEA’S FAITH
Arshea is the angelic patron of freedom, physical beauty, and sexuality, and their worshipers include artisans, courtesans, some fey, and those seeking to escape repression. Arsheans often follow in their deity’s footsteps and spend significant time experiencing life as every gender and sexuality, experimenting in order to overcome their preconceptions and ensure they each express their truest identity.  Arshea’s holy symbol is a reclining figure draped in multicolored sashes, and their favored weapon is the flail. The Spirit of Abandon grants access to the domains of Charm, Good, Liberation, and Strength, and to the subdomains of Agathion, Freedom, Love, and Lust.  

CR 29 XP 6,553,600
NG
Medium outsider (angel, extraplanar, good)
        Within Arshea's nomadic realm?  Yes/No
Init +16; Senses blindsense 60 ft., darkvision 60 ft., detect evil, low-light vision, true seeing; Perception +49
Aura primal aura (30 ft.), protective aura (20 ft.)
DEFENSE
AC
48, touch 48, flat-footed 35 (+12 Dex, +1 dodge, +12 insight, +13 sacred)
hp 697 (34d10+510); regeneration 30 (deific or mythic)
Fort +26, Ref +31, Will +31; +4 vs. poison
Defensive Abilities adoration, flawless form, freedom’s call; DR 20/epic and evil; Immune ability damage, ability drain, acid, charm effects, cold, compulsion effects, daze, death effects, energy drain, petrification; Resist electricity 30, fire 30; SR 40
OFFENSE
Speed
60 ft., fly 120 ft. (good)
Melee +5 disrupting holy merciful flail +54/+49/+44/+39 (1d8+33/19–20), 2 wings +44 (2d6+20), slam +44 (1d4+20)
Special Attacks endless dance, pounce
Spell-Like Abilities (CL 29th; concentration +42)
Constant—detect evil, true seeing
At will—cure critical wounds, detect anxieties (DC 25), detect desires (DC 25), detect thoughts (DC 25), good hope, greater dispel magic, greater teleport, holy word (DC 30), matchmaker (DC 25), plane shift (DC 30), project image (DC 30), shapechange
3/day—discern location, quickened greater invisibility, heroes’ feast, irresistible dance (DC 31), limited wish (to duplicate 5th-level or lower bard spells only), mass heal, mind blank, moment of prescience, sympathy (DC 31)
1/day—time stop, wish
STATISTICS
Str
40, Dex 34, Con 41, Int 31, Wis 34, Cha 37
Base Atk +34; CMB +49 (+53 disarm, +51 trip); CMD 97 (99 vs. disarm and trip)
Feats Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Greater Disarm, Greater Spell Penetration, Improved Critical (flail), Improved Disarm, Improved Initiative, Improved Trip, Mobility, Power Attack, Quicken Spell-Like Ability (greater invisibility), Skill Focus (Diplomacy, Perform [dance]), Spell Penetration, Staggering Critical
Skills Acrobatics +49, Bluff +50, Diplomacy +56, Disguise +47, Fly +53, Heal +46, Knowledge (arcana, local, religion) +44, Knowledge (planes) +47, Perception +49, Perform (dance) +56, Sense Motive +49, Spellcraft +44, Stealth +49, Use Magic Device +50
Languages Celestial; telepathy 300 ft.; truespeech
SQ fulfillment, nomadic, seed of life, unlimited abandon
ECOLOGY
Environment
any (Nirvana)
Organization solitary (unique)
Treasure triple (+5 disrupting holy merciful flail, other treasure)
SPECIAL ABILITIES
Adoration (Ex)
The first time each round a creature attempts to attack Arshea (whether with a melee attack, a ranged attack, or a spell), that creature must succeed at a DC 40 Will save or hesitate and waste the action (losing the spell or daily use, if applicable). If Arshea attacked that creature in the last round, the creature automatically succeeds at this Will save. Evil creatures gain a +10 bonus on this Will save. This is a mind-affecting emotion effect. The save DC is Charisma-based.
Endless Dance (Ex) Arshea adds their Charisma bonus to all damage rolls with weapon attacks (this bonus is already calculated into their statistics above).
Flawless Form (Ex) Arshea exults in the body’s full freedom of motion and the beauty of the physical form. Whenever wearing revealing clothing (or no clothing) and no armor, Arshea adds their Wisdom bonus as an insight bonus to their Armor Class and their Charisma bonus as a sacred bonus to their Armor Class (these bonuses are already calculated into their statistics above).
Freedom’s Call (Ex) Arshea is immune to any effects that abrogate freedom, as if constantly under the effects of freedom.
Fulfillment (Su) Arshea instantly receives the full results of detect anxieties, detect desires, and detect thoughts on the first round of examining a creature. In addition to the creature’s current desires, Arshea’s detect desires reveals the creature’s deepest underlying desires—those that would bring it true fulfillment if granted. If the creature’s deepest desires are wicked or perverse in nature, Arshea also learns the creature’s deepest nonharmful desire, if any, and whether its fulfillment might help the creature eschew the darkness constraining its heart. Arshea can produce an effect within the bounds of wish without spending a use of the daily spell-like ability, but only to help grant a creature fulfillment as determined by this ability, and only once per creature. Participating in a creature’s fulfillment and release from needless constraints is a religious and often sexual experience for both parties involved. For 24 hours afterward, both Arshea and the fulfilled creature receive a +4 morale bonus on ability checks, attack rolls, damage rolls, saving throws, and skill checks, as well as to caster level.
Nomadic (Ex) Arshea, unlike many empyreal lords, does not keep a static empyreal realm. Instead, Arshea is nomadic, traveling the wilds of Nirvana as they see fit. As a swift action once per day, Arshea can designate a region on Nirvana to serve as their territory—this region cannot include any area currently claimed by another empyreal lord or deity as part of a planar realm. The area of the territory can vary, but it never extends more than 100 miles from the point Arshea selected as the center of their territory. The next time Arshea uses this ability to generate a planar territory, it cannot overlap any region that served them as a planar territory within the previous 24 hours. Within this planar territory, Arshea enjoys the full benefits of an empyreal realm, including the ability to use mythic spell-like abilities and the mythic power ability.
Primal Aura (Su) Creatures within Arshea’s primal aura must succeed at a DC 40 Will save to avoid becoming overwhelmed with euphoria. On a successful save, the creature takes a –2 penalty on all saving throws against emotion-based effects while remaining within Arshea’s primal aura, but it is immune to further effects from the primal aura 24 hours. On a failed save, the creature becomes dazed for 1 round from overwhelming sensations in addition to the –2 penalty on all saving throws against emotion-based effects. This is a mind-affecting emotion effect. The save DC is Charisma-based.
Seed of Life (Sp) An empyreal lord can touch a willing creature and imbue it with magical healing power. The target radiates an aura of good as if it were an outsider and gains a +2 insight bonus on all saving throws against negative energy and death effects. As a standard action, the target can release this energy, turning it inward as a heal spell upon itself or outward as a mass cure serious wounds spell on allies within 30 feet (caster level 15th). If not released, the energy dissipates harmlessly after 24 hours. The empyreal lord can use this ability 5 times per day, but only on other creatures.
Unlimited Abandon (Su) All of Arshea’s mind-affecting spells, spell-like abilities, supernatural abilities, and extraordinary abilities affect all creatures, regardless of those creatures’ immunity to charms, compulsions, emotion effects, or mind-affecting effects. A mythic or deific creature with such an immunity still loses its immunity, but gains a +4 bonus on its saving throws against these effects and can roll twice and then choose the best result.