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)
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.
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.
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.