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Agathion, Aequoreal (3pp)

This clear and luminescent jellyfish-like creature floats gently before you. A serene, hopeful expression graces its humanoid face.

Aequoreal CR 2

XP 600
NG Tiny outsider (agathion, aquatic, extraplanar, good)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +11


AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 11 (2d10)
Fort +0, Ref +5, Will +6; +4 vs. poison
DR 5/evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 13


Speed fly 30 ft. (good), swim 30 ft.
Melee 2 stings +4 (1d2-4)
Special Attacks mnematocyst
Spell-Like Abilities (CL 2nd; concentration +3)

Constantknow direction, speak with animals
At willdancing lights, stabilize
1/daydetect thoughts (DC 13), sleep (DC 12)
1/weektouch of idiocy (DC 13)


Str 2, Dex 14, Con 10, Int 10, Wis 13, Cha 12
Base Atk +2; CMB -4; CMD -2 (can’t be tripped)
Feats Iron Will, Weapon Finesse
Skills Acrobatics +5, Diplomacy +4, Fly +6, Knowledge (planes) +6, Perception +11, Stealth +13, Swim +12; Racial Modifiers +4 Perception, +4 Stealth, +8 Swim
Languages Celestial, Draconic, Infernal; speak with animals, truespeech
SQ amphibious, compression, flight, lay on hands (1d6, 1/day, as a 2nd-level paladin)


Dream Link (Su)

As a standard action, an aequoreal can slide its body over a Medium or smaller creature’s head and link minds. This allows the linked creature to communicate telepathically and share dreams with the aequoreal as well as with any other beings whose forehead is currently touched by its tentacles. Dream link does not inhibit a creature’s breathing ability.

Hollow Body (Ex)

An aequoreal’s hollow body collapses easily to absorb blunt force. Bludgeoning damage in excess of an aequoreal’s damage reduction is converted to nonlethal damage.

Mnemostat (Su)

The stinging cells of an aequoreal can transfer a shocking jolt of electricity and memory into the minds of its target. Evil creatures take 1d4 electricity damage. Evil and neutral creatures are stunned for 1d3 rounds (DC 13) by the rush of confusing and guilt-inducing memories. Good creatures take no damage and are instead affected as by calm emotions (DC 13). This ability can be used once every 1d4 rounds.