Agathion, Chelonidal

This creature resembles a cross between a humanoid and a sea turtle, with flipper-like hands and a heavy shell covering its back.

Chelonidal CR 7

XP 3,200
NG Medium outsider (agathion, aquatic, extraplanar, good)
Init +2; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +14


AC 22, touch 22, flat-footed 20 (+2 Dex, +10 natural)
hp 85 (9d10+36)
Fort +10, Ref +7, Will +10; +4 vs. movement effects and poison
Defensive Abilities protective shell, underwater mobility; DR 10/evil and silver; Immune cold, electricity, petrification; Resist sonic 10; SR 18


Speed 20 ft., swim 40 ft.
Melee +2 cold iron trident +13/+8 (1d8+5), bite +9 (1d6+3) or bite +14 (1d6+5)
Ranged +2 cold iron trident +13 (1d8+4)
Special Attacks none shall pass
Spell-Like Abilities (CL 9th; concentration +12)

Constantsee invisibility, speak with animals
At willcreate water, dimension door, hydraulic torrent
3/daydimensional anchor, shield other


Str 15, Dex 14, Con 19, Int 12, Wis 15, Cha 16
Base Atk +9; CMB +11; CMD 23
Feats Combat Reflexes, Iron Will, Lightning Reflexes, Vital Strike, Weapon Focus (bite)
Skills Diplomacy +15, Heal +14, Intimidate +15, Knowledge (nature, planes) +13, Perception +14, Sense Motive +14, Swim +10
Languages Abyssal, Celestial, Draconic, Infernal; speak with animals; truespeech
SQ amphibious, bulwark, celestial soldier, lay on hands (4d6, 7/day), mercies (exhausted, fatigued)


Bulwark (Ex)

Chelonidals drill to defend important sites, and they inspire others to do the same. The chelonidal and allies adjacent to it gain a morale bonus equal to the chelonidal’s Constitution bonus on saving throws against effects that would cause them to move from their current square, as well as to their CMD against such effects. When an adjacent ally would be reduced to 0 hit points or fewer, the chelonidal can use its lay on hands ability to help that ally as an immediate action; the chelonidal is then staggered for 1 round.

Celestial Soldier (Sp)

A chelonidal’s natural weapons, as well as any manufactured weapons it wields, are under the constant effects of greater magic fang or greater magic weapon (as appropriate). The caster level of these effects is equal to the chelonidal’s Hit Dice, including Hit Dice gained from class levels or other effects.

Lay on Hands (Su)

A chelonidal can use lay on hands as per a 9th-level paladin. This ability cures fatigue and exhaustion in addition to damage, as though the chelonidal had the appropriate mercies.

None Shall Pass (Ex)

When making attacks of opportunity provoked by movement, a chelonidal adds its Charisma bonus to the attack roll. On a hit, the target immediately stops moving in its current square and can’t move until the start of its next turn.

Protective Shell (Su)

A chelonidal’s fortified shell protects it from many threats. A chelonidal can’t be flanked, and attacks that would benefit from flanking deal only half their normal damage to the chelonidal. In addition, the chelonidal’s touch AC is modified by its natural armor bonus.

As a standard action, a chelonidal can create total cover along one edge of its space, as though using a tower shield; this total cover applies to others as well as the chelonidal.

Underwater Mobility (Ex)

While completely submerged in water, a chelonidal gains the benefits of Dodge, Mobility, and Spring Attack.


Environment any land or water (Nirvana)
Organization solitary, pair, phalanx (4–12 chelonidals), or legion (10–20 chelonidals plus 1–2 avoralB2 lieutenants and 1 cervinalB5 commander)
Treasure standard (+2 cold iron trident, other gear)

Chelonidal agathions are the foot soldiers and guards of Nirvana. While the realm’s inhabitants prize enlightenment over militarism, the agathions recognize that vigilant guardians are necessary to the preservation of peace. Chelonidals form from the souls of those who willingly gave their lives in defense of a person or place, or who protected the sea from terrestrial threats.

Like all agathions, chelonidals are capable of speaking with any linguistically gifted creature. Their voices generally have a gravelly quality that reminds most listeners of a grizzled veteran soldier. This idea is reinforced by the chelonidals’ habitual good-natured cantankerousness, as well as their fondness for war stories.

Chelonidals and dwarves often get along well, despite the latter race’s dislike for the sea; the agathions share dwarves’ resolve, as well as their traditional military tactics.

A typical chelonidal is 6 feet tall and weighs 400 pounds.

A chelonidal’s body is well suited to its role. While its hands resemble a sea turtle’s flippers more than they do the hands of terrestrial humanoids, it has no difficulty performing tasks that require manual dexterity. A chelonidal’s turtle-like head grants it a powerful bite attack, while its bright eyes can pierce invisibility with ease. Potent magic permeates its shell, diffusing magical attacks and firearm strikes and protecting it from treacherous backstabbing. Additionally, in times of need, a chelonidal can turn its back to its enemies, using its shell as an impenetrable shield that halts all attacks.

Like other outsiders, chelonidals have no need to eat or sleep. A chelonidal can maintain its post with unceasing vigilance for years or even centuries, if need be.

Chelonidals don’t normally reproduce sexually, being directly formed from the petitioners of Nirvana. However, given their tendency to protect locations for long periods, those on the Material Plane occasionally fall in love with mortals. If such a relationship results in children, the chelonidal parent remains until its offspring come of age, departing only if a great need arises; the lords of Nirvana understand that the duty to protect must be counterbalanced with duty to family. Such children are usually idyllkin aasimar (Pathfinder Campaign Setting: Inner Sea Races 238) rather than more powerful half-celestials.

Habitat and Society

Chelonidals guard the peaceable plane of Nirvana. Whether guarding the celestial realm’s sites or marching in formation along its roads, chelonidals stand ever vigilant to repel assault. As their appearance suggests, they are also at home in the water; while their normal phalanx tactics are of less use in three-dimensional underwater combat, they make up for it with additional mobility in aquatic environs.

On Nirvana, most chelonidals serve more potent agathions without complaint.

Every so often a chelonidal feels the urge to wander; while it never leaves a post without securing a replacement, once one is found, the agathion wanders for a time before settling down again. Some find their way to the Material Plane during this period. Without a specific task, a chelonidal on the Material Plane often finds a secluded but vulnerable location, such as a remote fishing village or shrine, and defends it until protectors can be found or trained.

While chelonidals defend those who cannot defend themselves, they are at their strongest when they stand alongside those with the strength and will to fight. A single chelonidal can bolster a mortal legion, keeping the troops fighting until reinforcements arrive. In greater numbers, chelonidals form a phalanx, trusting in allies to clean up any foe that makes it past their guard.

On those rare occasions when the agathions must march to war, chelonidals form the core of their armies. Led by cervinal knights and supported by soaring avorals, a chelonidal legion is a force potent enough to make any fiendish combatants think twice.

Section 15: Copyright Notice

Pathfinder Adventure Path #121: The Lost Outpost © 2017, Paizo Inc.; Authors: Jim Groves, with Adam Daigle, Isabelle Lee, Luis Loza, and Greg A. Vaughan.

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