male elf swords man by Enaxor
AGATHINON
Agathinon are stem, serious, and unyielding. They are devoted beings, unswerving in their constant pursuit of right. In their natural form they appear similar to elves with opalescent, luminous skin and shining eyes.
Agathinon form the elite vanguard of the celestial armies. In groups up to 100 strong, agathinon most often fight in their elven form. In special circumstances, they transform into powerful creatures such to do battle. Agathinon are fearless warriors who often defend their cause to the death.
Agathinon carry out solo missions to the Prime Material Plane to aid mortals in their confrontations with evil. These instructions come down from the celestial stewards or, in the case of mortals of extreme courage and importance, from one of the powers themselves.
Agathinon
Medium celestial, neutral good
Armor Class 16 (natural armor)
Hit Points 119 (14d8 + 56; bloodied 59)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
17 (+3) | 16 (+3) | 16 (+4) | 15 (+2) | 18 (+4) | 16 (+3) |
Saving Throws Dex +6, Wis +7
Skills athletics +7, perception +8
Damage Resistances acid, cold, lightning
Condition Immunities frightened, poisoned
Senses darkvision 120 ft., passive perception 18
Languages All, telepathy 120 ft.
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Beast Form. The agathinon can use a bonus action to magically transform into one of its beast forms or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the agathinon's choice).
In a new form, the agathinon retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the beast form. It can choose from one of the forms below.
- Drake Form. The agathinon transforms into a Large dragon and gains a flying speed of 90 ft. Its AC increases to 20 and its Strength to 22. Its Dexterity is reduced to 10. It must use its Dragon Form actions.
- Eagle Form. The agathinon transforms into a Medium eagle. Its speed is reduced to 20 ft. and it gains a flying speed of 120 ft. While in this form and it is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target. Additionally, it doesn't provoke an opportunity attack when it flies out of an enemy’s reach. It must use its Eagle Form actions.
- Panther Form. The agathinon transforms into a Large cat. Its speed increases to 60 ft., and its Strength and Dexterity Increase to 18. While in this form it has advantage on Wisdom (Perception) checks and it can use a bonus action to make a bite attack on a creature it has grappled. It must use its Panther Form actions.
- Sea Cat Form. The agathinon transforms into a Large sea cat, its speed is reduced to 15 ft. and it gains a swimming speed of 60 ft. Its AC increases to 17 and its Strength to 19. It must use its Sea Cat Form actions.
- Stag Form. The agathinon transforms into a Large antlered deer. Its speed increases to 60 ft. and its Strength increases to 18. While in this form if it moves at least 20 feet in a straight line it can jump up to 20 feet high and 40 feet long or if it hits a target with a antlers attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. It must use its Stage Form actions.
Celestial Weapons. The agathinon's weapon attacks are magical. When the agathinon hits with any weapon, the weapon deals an extra 1d8 radiant damage (included in the attack).
Magic Resistance. The agathinon has advantage on saving throws against spells and magical effects and any creature that makes a spell attack against the agathinon has disadvantage on the attack roll.
ACTIONS - TRUE FORM ONLY
Multiattack. The agathinon makes two attacks.
Mace. Melee Weapon Attack. +6 to hit, reach 5 ft., one target.
Hit. 6 (1d6 + 3) bludgeoning damage plus 4 (1d8) radiant damage.
Sling. Ranged Weapon Attack. +6 to hit, range 120 ft., one target.
Hit. 5 (1d4 + 3) bludgeoning damage.
Innate Spellcasting. The agathinon's spellcasting ability is Charisma (spell save DC 16). The agathinon can innately cast the following spells, requiring only verbal components:
At will:
detect evil and good, cure wounds
3/day each:
detect magic
1/day each:
hold person
ACTIONS - DRAKE FORM ONLY
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 16 (2d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.
Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
ACTIONS - EAGLE FORM ONLY
Multiattack. The eagle makes two talon and one beak attacks.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target that is incapacitated or grappled by the eagle.
Hit: 6 (1d6 + 3) piercing damage or 13 (3d6 +3) piercing damage on a critical hit.
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. If the eagle hits a Medium or smaller creature with two talon attacks on the same turn, it must make a DC 14 Strength saving throw or be grappled. As long as a creature is grappled in this way, it is also restrained.
ACTIONS - PANTHER FORM ONLY
Multiattack. The panther makes two claw attacks and a bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target that is grappled by the tiger or incapacitated.
Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage. Additionally, if the panther hits the same target with two claw attacks on the same turn, the target is also grappled
ACTIONS - SEA CAT FORM ONLY
Multiattack. The sea cat makes two claw attacks and a bite or tail attack. It must bite a target it has attacked with its claws and it cannot make a tail attack against a target it has attacked with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage and if the target is a Medium or smaller creature it must make a DC 14 Strength saving throw or incapacitated until the end of its next turn and knocked prone.
ACTIONS - STAG FORM ONLY
Multiattack. The stag makes two attacks: one with its antlers and one with its hooves. It can't make both attacks against the same target, unless the target is prone.
Antlers. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit. 11 (2d6 + 4) piercing damage.
Hooves. Melee Weapon Attack. +7 to hit, reach 5 ft., one target.
Hit. 6 (1d4 + 5) bludgeoning damage plus 9 (2d8) radiant damage and the target must make a DC 14 Strength saving throw or be incapacitated until the end of its next turn.