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Azata

Source Pathfinder RPG Bestiary pg. 24
Azatas are a race of celestials native to the plane of Elysium, where the pursuit of freedom and goodness is paramount. Azatas are champions of these concepts, great bards, knights, and explorers who roam the planes in search of good folk in need of their help. Frequently described as the most elven or fey-like celestials, azatas nevertheless often have strange, inhuman shapes or can take elemental or eldritch forms. Most have some knightly or courtly title, such as duke, countess, or prince, apparently hereditary, perhaps from a celestial monarchy long abandoned and forgotten. Azatas do not exploit these titles to exert influence over each other, instead using them for personal identification or a bit of self-importance. They are deadly and resolute foes of evil, fearless and clever in battle.

It is not surprising that the three best-known kinds of azatas can all fly, for they rarely stay in one place for long and prefer the thrill of motion and discovery to creature comforts. Most azata “settlements” are little more than a collection of tents around a landmark, gathered over the course of a day to share news, stories, and perhaps good-natured duels, and then packed up again a few days later. Such temporary settlements are colorful and have a celebratory atmosphere, as azatas are quick to greet any of their kind as old friends. Although few can predict when and where an azata community might arise, some groups or breeds of azatas gather in cycles for traditional festivals and reunions. Such gatherings typically take place at a time of mystical consequence, such as on the evening of the lunar equinox, or during less predictable times, such as upon the wedding of two seers, and always in a place of pristine or stunning natural wonder. All azatas fundamentally know when and where the closest or next gathering of their people might occur, and while none are required or even expected to attend, all are welcome. These gatherings do not preclude more permanent azata holdings and communes, however, and the heights of Elysium endlessly ring with the songs of azata choirs.

While the stoic, homebound archons call their cousins flighty, azatas are driven by a crusading nature and feel bored when forced to stay in one place too long. This tendency also means they are unlikely to agree to serve mortals for an extended period of time, preferring to arrive, get the job done, and move on to some other quest or challenge. As much as they seek to spread the cause of freedom and joy, azatas realize that they cannot enforce such virtues throughout the multiverse. Without darkness there can be no light, and without struggle there can be no victory. Understanding this, these celestials remain removed from the majority of mortal conflicts, preferring to act as advisors in such situations rather than champions, granting goodly mortals ownership over their own triumphs. In cases where the forces of evil act overtly, however, and intrude upon mortal worlds, azatas are quick to rally to defend such realms and aid those who have no hope of defending themselves.

Azatas generally work together, but their powerful personalities and strong sense of individual freedom often see them disagreeing on how best to handle a particular situation. While both parties have the greater good at heart, these arguments can fester and grow into long-lasting grudges. In cases where a single azata is convinced his way is right, he might even enter a sort of self-imposed exile, abandoning the support of his kin so he can launch a one-azata crusade against the cruelties of the multiverse.

Most azatas originate from the untamable beauty of Elysium, created and nourished by the influx of goodly mortal souls. Like most other outsiders, they cannot reproduce with each other in the mortal fashion, and often tryst with mortals who prove charming and good spirited. Azatas dally frequently with their own kind, being quick to seek out feelings of love, joy, and companionship, but rarely feel bound or exclusive to merely one lover, regardless of its race.

Azatas speak Celestial, Draconic, and Infernal, but can speak with almost any creature because of their truespeech special ability. See creature subtypes for full details on truespeech and other shared azata traits.

Azata Subtype

Azatas are a race of celestials, or good outsiders, native to chaotic good-aligned outer planes. An azata possesses the following traits (unless otherwise noted in a creature's entry).
  • Darkvision 60 feet and low-light vision.
  • Immunity to electricity and petrification.
  • Resistance to cold 10 and fire 10.
  • Truespeech (Su) All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Creatures in "Azata" Category

NameCR
Bralani6
Brijidine17
Gancanagh4
Ghaele13
Lillend7
Lyrakien2
Nualidu5
Prydanu16
Raelis10
Thyrlien4
Uinuja15
Veranallia20
Yamah5

Azata, Ghaele

This elegantly armored sentinel stands alert, her eyes radiating divine light and her noble blade crackling with power.

Ghaele CR 13

Source Pathfinder RPG Bestiary pg. 25
XP 25,600
CG Medium outsider (azata, chaotic, extraplanar, good, shapechanger)
Init +5; Senses darkvision 60 ft., detect evil, low-light vision, see invisibility; Perception +20
Aura holy aura

Defense

AC 28, touch 16, flat-footed 26 (+4 deflection, +1 Dex, +1 dodge, +12 natural)
hp 136 (13d10+65)
Fort +17, Ref +11, Will +16
DR 10/cold iron and evil; Immune electricity, petrification; Resist cold 10, fire 10; SR 25

Offense

Speed 50 ft., fly 150 ft. (perfect)
Melee +2 holy greatsword +22/+17/+12 (2d6+12)
Ranged 2 light rays +14 ranged touch (2d12)
Special Attacks gaze
Spell-Like Abilities (CL 13th)
Constant—detect evil, holy aura (DC 21), see invisibility
At will—aid, charm monster (DC 17), continual flame, cure light wounds, dancing lights, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), greater teleport (self plus 50 lbs. of objects only)
3/day—globe of invulnerability
1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force
Spells Prepared (CL 13th)
7th—holy word (DC 21)
6th—banishment (DC 20), heal (DC 20)
5th—flame strike (DC 19), raise dead, true seeing
4th—death ward, dismissal (2) (DC 18), divine power, restoration
3rd—cure serious wounds (3), searing light (2)
2nd—aid, align weapon, bear’s endurance, lesser restoration (2)
1st—bless, command (DC 15), divine favor, obscuring mist, shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue

Statistics

Str 25, Dex 12, Con 20, Int 16, Wis 19, Cha 17
Base Atk +13; CMB +20; CMD 31
Feats Combat Casting, Combat Expertise, Dodge, Improved Disarm, Improved Initiative, Improved Trip, Lightning Reflexes
Skills Diplomacy +19, Escape Artist +17, Fly +25, Handle Animal +19, Knowledge (nature) +16, Knowledge (planes) +19, Perception +20, Sense Motive +20, Stealth +17
Languages Celestial, Draconic, Infernal; truespeech
SQ light form

Ecology

Environment any (Elysium)
Organization solitary, pair, or squad (3–6)
Treasure triple (+2 holy greatsword)

Special Abilities

Gaze (Su) In humanoid form, a ghaele’s gaze attack slays evil creatures of 5 HD or less (range 60 feet, Will DC 18 negates, shaken for 2d10 rounds on a successful save). Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or be shaken for 2d10 rounds. A creature that saves against a ghaele’s gaze is immune to that particular ghaele’s gaze for 24 hours. This is a mind-affecting fear effect. The save DCs are Charisma-based.

Light Form (Su) A ghaele can shift between its solid body and one made of light as a standard action. In solid form, it cannot fly or use light rays. In light form, it can fly and gains the incorporeal quality—it can make light ray attacks or use spell-like abilities in this form, but can’t make physical attacks or cast spells. This ability otherwise functions similarly to a bralani’s wind form ability.

Light Ray (Ex) A ghaele’s light rays have a range of 300 feet. This attack bypasses all damage reduction.

Spells Ghaeles cast divine spells as 13th-level clerics. They do not gain access to domains or other cleric abilities.

Description

Ghaeles are the most knightly of the azatas, hunting fiends, dragons, and undead with equal vigor. Most appear like idealized humans or elves and are quick to smile—and equally quick to strike against those they perceive as wicked.