Home >Game Mastering >Bestiary >Creatures by Type >Outsiders >

Agathion, Claustral

Claustral CR 6

XP 2,400
NG Medium outsider (agathion, extraplanar, good)
Init +3; Senses low-light vision; Perception +13
Aura conservation aura (20 ft.)

DEFENSE

HP 90
RP 4
EAC 18; KAC 20
Fort +8; Ref +8; Will +5; +4 vs poison
Immunities electricity, petrification; Resistances cold 10, sonic 10

OFFENSE

Speed 30 ft., climb 20 ft.
Melee holy enforcement-class capture pole +17 (1d8+10 P; critical injection DC +2) or bite +17 (1d8+10 P)
Space 5 ft.; Reach 5 ft. (10 ft. with capture pole)
Offensive Abilities preserver’s patience

STATISTICS

Str +4; Dex +3; Con +3; Int +0; Wis +2; Cha +1
Skills Athletics +18, Culture +13, Survival +18
Languages Celestial, Common; speak with animals, truespeech
Other Abilities healing channel (6d8)
Gear holy enforcement-class capture pole, mk 2 serum of healing

SPECIAL ABILITIES

Conservation Aura (Su)

A claustral’s aura preserves imperiled natural creatures. Creatures with the animal or plant type within this aura gain fast healing 2. This fast healing doubles for affected creatures that are below half their maximum Hit Points or that are in an urban environment. If an affected creature would be reduced to 0 Hit Points by an effect the claustral can see, the claustral can spend 1 Resolve Point as a reaction to reduce the damage dealt to that creature by the effect by 6d6. A claustral can suppress the aura’s effects for any number of those animals and plants as a free action.

Preserver’s Patience (Ex)

A claustral can choose to deal nonlethal damage with any of its attacks against animals and plants without taking a penalty. A claustral gains a +2 bonus to attack rolls to resolve grapple and trip combat maneuvers, and this bonus doubles against animals and plants.

Speak with Animals (Su)

A vicunal can communicate with animals and use language-dependent effects on them.

ECOLOGY

Environment any urban
Organization solitary or patrol (2–5)

Agathions, who have humanoid forms with animal aspects, form from the souls of mortals who reached an enlightened state and became infused with holy power. Most remain content to meditate and explore their home plane of Nirvana, but many others visit the Material Plane to combat evil, especially evil that threatens the natural world.

Four-armed and four-eyed vicunals resemble ruthigs and share ruthigs’ preference for traveling in groups. This variation of herd mentality makes vicunals intuitive therapists who tirelessly attend to their companions’ physical and emotional injuries. Despite their tenacity and indefatigable skirmishing tactics, these agathions struggle to overcome powerful foes. In these cases, vicunals typically recruit mortal agents willing to and capable of neutralizing the evil.

Enlightened Medicinals

As an extension of their supernatural healing abilities, agathions have developed specialized medicines infused with the holy properties of Nirvana. These enlightened medicinals follow the rules for medicinals on pages 231–232 of the Starfinder Core Rulebook, though they’re hybrid items that use Life Science or Mysticism as the associated skills for crafting.

Insulivate

An insulivate moderates electrical impulses, channeling excess energy safely out of the body. When you take or are injected with an insulivate, you gain a bonus to saving throws against effects with the electricity descriptor as well as effects that deal electricity damage. In addition, you gain a bonus to your EAC against attacks that deal electricity damage. Both bonuses are equal to the medicinal’s tier, and the medicinal’s effects last for a number of minutes equal to 10 times the medicinal’s tier.

Revitilate

A revitilate contains a spark of Nirvana’s vitality that activates when it senses death is near. A revitilate you take or are injected with provides no immediate benefit but remains in your system for a number of hours equal to the medicinal’s tier. The first time you would spend Resolve Points to stabilize, you can subtract the medicinal’s tier from your maximum RP total when determining how many RP you must spend. The first time you spend 1 RP to stay in the fight after using the medicinal, you regain a number of Hit Points equal to 1d8 times the medicinal’s tier. Once the medicinal provides both benefits, its effects end.

Section 15: Copyright Notice

Starfinder Alien Archive 4 © 2020, Paizo Inc.; Authors: Kate Baker, Tineke Bolleman, James Case, Jessica Catalan, JN Childs, Ed Chuck, John Compton, John Curtin, Adam Daigle, Katina Davis, Crystal Frasier, Leo Glass, Basheer Ghouse, Amanda Hamon, Sasha Laranoa Harving, Thurston Hillman, Joan Hong, Jenny Jarzabski, Jason Keeley, Mike Kimmel, Avi Kool, Chris Lambertz, Luis Loza, Ron Lundeen, Carmen Marin, Hilary Moon Murphy, Adrian Ng, Emily Parks, Joe Pasini, Lu Pellazar, Samantha Phelan, Jessica Redekop, James Rodehaver, Simone Sallé, Chris S. Sims, Kendra Leigh Speedling, Owen K.C. Stephens, and Viditya Voleti.