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Agathinon

Medium Celestial, Any Good

Deva Movanic Male-turnaround.gif

Alternate Versions

Size

Hero Forge: 7 ft. (XL)
Lore: 6 ft.
Suggested: Medium to Large

Other Monikers

None

Appearance

Abilities

- Shapechange into creatures or inanimate objects
- Angelic Weapons
- Innate Spellcasting

Agathinon only appear in their natural form on the Upper Planes. There they look like elves with opalescent, luminous skin and shining eyes. Elsewhere an agathinon assumes another form at will. Male and female agathinon are of equal size and power.

Home Plane

Upper Planes

Stat Block

2nd Edition:

- Planescape Monstrous Compendium Appendix I (1994)

- Mojobob's website 

5th Edition:

- Try homebrew below

Description

(from Planescape Monstrous Compendium Vol. I - 1994)


The agathinon, the fighting forces of the Upper Planes, defend the borders of their planes against intruders. Warriors also face each other in endless cycles of “holy” wars. Gathering a vast host of agathinon warriors and whipping them into ideological fervor, one pantheon wages devastating campaigns against another, slaughtering thousands, even millions in the name of its particular brand of goodness. Despite their goodness, aasimon can hold a grudge; had feelings still exist between pantheons over holy wars fought thousands of years ago.


Agathinon form the elite vanguard of the celestial armies. In groups up to a hundred strong, agathinon most often fight in human form. In special circumstances, they transform into powerful creatures such as pegasi or dragons 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. Outside the Upper Planes agathinon are 60% likely to assume human form, 30% likely to assume the form of some other creature, and only 10% of the time, agathinon take the form of an inanimate object (magical sword, amulet, or some such).


Agathinon are stem, serious, and unyielding. They are devoted beings, unswerving in their constant pursuit of right. They speak any language, using their powerful telepathic ability to do so.


Combat (2nd edition): In human form, an agathinon uses non-edged weapons (for example, a sling or mace) and has the spell ability of a 9th-level cleric with 18 Wisdom. However, they never attack in their natural form.


At any sign of danger, agathinon assume another form. They have all attack forms and spell-like powers of the form they assume, though they retain their original hit points, and other statistics.


Rarely, an agathinon assumes the form of a magical inanimate object, usually carried by some other being: a magical lamp, sword, necklace, vase, or glass vial. In this form the agathinon confers all powers of the object on its possessor, plus several other benefits. Agathinon never confer abilities on evil individuals. In fact, any evil person touching the item takes 4d8 points of radiant damage (no save allowed). Neutrals may receive benefits from the item only if their current mission or actions serve the needs of the agathinon.




AGATHINON Homebrew Stat Block:


Armor Class: 18 (natural armor)

Hit Points: 117 (18d8 + 36)

Speed: 30 ft.

STR 16 (+3), DEX 10 (+0), CON 14 (+2), INT 16 (+3), WIS 18 (+4), CHA 22 (+6)

Saving Throws: CON +6, WIS +8

Skills: Insight +7, Nature +6, Religion +6

Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks

Immunities: Charmed, Disintegrate, Exhaustion, Frightened, Necrotic, Radiant

Senses: Darkvision 120 ft., Passive Perception 14

Languages: All, telepathy 120 ft.

Challenge: 14 (11,500 XP)


Angelic Weapons. The agathinon's weapon attacks are magical. When the agathinon hits with any weapon in its true form, the weapon deals an extra 4d8 radiant damage (included in the attack).


Innate Spellcasting. The agathinon's spellcasting ability is Wisdom (spell save DC 16). The agathinon can innately cast the following spells, requiring only verbal components:

At will: aid, alter self, augery, clairvoyance, detect evil and good, detect thoughts, divine favor, guiding bolt, healing word, light, mending, produce flame, protection from evil and good, sacred flame, shield of faith, spare the dying


3/day each: banishment, beacon of hope, crusader’s mantle, dispel magic, freedom of movement, hold person, lesser restoration, magic weapon, mass cure wounds, prayer of healing,  revivify,  scrying, silence, spirit guardians, spiritual weapon,  stoneskin,

greater restoration, guardian of faith, shapechange*


*The Agathinon can maintain its shapechanged form as long as they wish. However, the angel retains their original and current hit point pool regardless of what creature they shapechange into.


Magic Resistance. The agathinon has advantage on saving throws against spells and other magical effects.

ACTIONS:

Multiattack. The agathinon makes two melee attacks.

Mace. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) bludgeoning damage plus 18 (4d8) radiant damage.


Divine Object. As an action, the agathinon can magically transform into any inanimate object, or back into its true form. While in the form of an object, the agathinon keeps the hit points, resistances, and immunities of its original form, but otherwise takes on the basic nonmagical properties of the new object. Any equipment it is wearing or carrying is absorbed or borne by the new form (the agathinon's choice). The angel is unable to form complex structures, machinery, objects exceeding 5 cubic feet in volume, or ammunition for ranged weapons. If the object is destroyed, the agathinon dies, and reverts back to its true form.


When in the form of an item, the agathinon chooses whether a creature can attune to itself, and can inflict 18 (4d8) radiant damage to an evil creature in contact with the item.

It attunement is permitted, any armor or weapon has a +1 enchantment bonus (AC for armor, to hit and damage for weapons). In addition, weapons deal 18 (4d8) radiant damage (included in the attack), and armor and other wearable items that aren't weapons have 7 charges that replenish at dawn, allowing anyone attuned to the item to cast a spell in the Agathinon's Innate Spellcasting list. Spells the agathinon cast at will require a single charge, while spells that can be cast 3 times per day require 3 charges. Shapechanged creatures have the same benefits and constraints as the Agathinon's Shapechange ability.

Sources

- Forgotten Realms Wiki 

- Mojobob's website 

- Planescape Monstrous Compendium Appendix I (1994)

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