Follow TV Tropes

Following

Characters / Pathfinder Celestials

Go To

Index | Playable Races | Monsters (Humanoids | Animals | Beasts | Plants | Fungi | Fey | Dragons | Aberrations | Constructs | Oozes | Undead | Spirits | Elementals | Ethereal | Shadow | Vitality | Void | Dream | Time | Astral | Celestials | Monitors | Fiends)

This page is part of the character sheet for Pathfinder, covering Celestial creatures (classified as Outsiders with the Good subtype in 1st Edition).

The Good Counterpart to the fiends, representing and protecting all that is good and admirable in the world.

For tropes pertaining to celestials in Starfinder, see Starfinder Outsiders.

    open/close all folders 

    Celestials in General 
  • Always Lawful Good: Regardless of whether they're Lawful Good, Neutral Good or Chaotic Good, you can always count on them being on the side of the righteous.
  • Angelic Beauty: The lady celestials vary widely in appearance, but, unlike fiendish outsiders, they're rather universally easy on the eyes.
  • Angelic Transformation: Angels, archons, agathions and azatas are all formed from souls of the worthy dead who were sent to one of the Upper Planes as a reward for lives well lived.
  • Light Is Good: Many of them have abilities relating to light.
  • Made of Good: Being composed of it, it's incredibly rare for one to go bad.
  • Omniglot: Celestials can communicate with any intelligent creature because of their truespeech ability.
  • Our Angels Are Different: Celestial is a broad term referring to natives of the Upper Planes. They come in many forms and powers, and are mostly united.
  • We ARE Struggling Together: Defied. The forces of cosmic good know that infighting would do nothing but cause suffering and resentment, so cooperation between angels, agathions, azatas and archons is remarkably common.

All Upper Planes

    Angel 
Alignment: Good

Crusaders for good in all its forms, angels are planar Knights Errant, promoting any and all forms of wonder and compassion.


  • Gender Bender: As angels are spiritual creatures given a physical form rather than creatures of flesh born of other creatures, their gender is mutable.
  • Genuine Human Hide: They're sometimes the victim of this — angelskin is a special material which continues to radiate good and can be worn by the exceptionally evil to hide their true alignment.
  • The Heart: The forces of good would be a lot less capable of keeping those evils sealed in their cans and actually helping mortals if it weren't for the Angels.
  • No Biological Sex: No outsiders have gender by default and angels in particular rarely adopt one.
  • Winged Humanoid: Except for the non-anthropomorphic cassisian and iophanite, angels tend to look like humans with a number of wings depending on their rank: devas have two, planetars have four and solars have six.

Cassisian (Archive Angel)

https://static.tvtropes.org/pmwiki/pub/images/cassisian_angel.png
Level: 1
Size: Small

The least of the angels and freshly forged from the souls of the blessed, cassisians are often seen accompanying mortal spellcasters or hanging around holy sites.


  • Equippable Ally: Non-evil creatures can wear a consenting cassisian like a helmet, allowing them to benefit from the angel's armor bonus and saves against attacks from evil beings.
  • Eye Beams: They can fire beams of searing heat or icy cold from their eye slits.
  • Familiar: Cassisians can serve as familiars, but only for Lawful Good spellcasters for some reason.
  • Flying Face: A cassisian is a helmet that floats on the air with a pair of wings.
  • Laser-Guided Amnesia: Cassisians have the power to erase portions of their own memories.
  • Photographic Memory: Cassisians have perfect memories and remember everything they see or hear unless they deliberately choose to forget it. They can faultlessly recite conversations they heard hundreds of years before.
  • Voluntary Shapeshifting: They can take the form of a dove, winged humanoid, dog or fish.

Kuribu

Level: 3
Size: Small

Kuribus are trusted with the protection of sacred places and their ability to stay as still as statues allows them to stand sentinel over such charges for centuries.


  • Nobody Here but Us Statues: Kuribus have pale, flawless skin resembling marble, allowing them to disguise themselves as statues.
  • Putto: Kuribus are angels that look like small, round-cheeked, winged children.
  • Stance System: A kuribu has four true holy countenances, three of which are hidden at any time. The kuribu can freely switch between different countenance and gain its benefits.

Iophanite

Level: 4
Alignment: Lawful Good
Size: Medium

  • Combat Tentacles: An iophanite can manifest simple tendrils to manipulate objects or lash out at opponents.
  • Equippable Ally: An iophanite can transform into a +1 spiked light steel shield sized for a Small or Medium creature.
  • Light 'em Up: An iophanite usually glows with a golden light equivalent to that of a candle.

Choral Angel

Level: 6
Size: Small

  • Super-Scream: A choral angel can launch a concentrated blast of sonic energy from its mouth.

Erelim

Level: 6
Size: Medium

  • Summon a Ride: An erelim can conjure forth a quasi-real mount made of pure light. Only the erelim who conjured it can ride the mount or dismiss it as a free action.

Balisse (Confessor Angel)

https://static.tvtropes.org/pmwiki/pub/images/balisse_angel.png
Level: 8
Size: Medium

Angels born from the souls of those who walked and left the path of evil, balisses seek to help wicked mortals follow in their footsteps.


  • The Atoner: Balisses are formed from the souls of individuals who committed evil acts but were later redeemed and died while living an exemplary, moral life.
  • Heel–Face Turn: All balisses were once evil mortals who turned to good, and they seek to guide others into doing the same.
  • Red Right Hand: Balisses can mark recalcitrant sinners with the Brand of the Impenitent, placing a glowing mark on their chests for a number of days equal to the balisse's hit dice — or permanently, if the sinner fails their save badly enough.

Movanic Deva (Guardian Angel)

https://static.tvtropes.org/pmwiki/pub/images/angel_movanicdeva.png
Level: 10
Size: Medium

Movanic devas are guardians of living mortals, working to ensure both their safety and that they tread a path of righteousness.


  • Flaming Weapon: Any weapon wielded by a movanic deva becomes wreathed in flame.
  • Friend to All Living Things: They are guardians of all living things, sapient and animal alike. This is to the extent that plants and animals refuse to attack movanic devas (ones who haven't attacked them first, at any rate) unless compelled to by use of magic.
  • No-Sell: Movanic devas are never harmed by positive-dominant or negative-dominant planar traits.

Monadic Deva (Soul Angel)

Level: 12
Size: Medium

Whereas movanic devas watch over mortals as they live, their monadic kin takes over after death. Soul angels are wardens of the River of Souls, working closely with psychopomps to make sure that their charges reach their appointed afterlifes in safety.


  • I Call It "Vera": Monadic devas like giving their maces names and proudly announcing them in battle against evil foes.
  • Carry a Big Stick: Their favored weapons are holy maces.
  • Psychopomp: They watch over souls as they head into the afterlife, protecting them from supernatural dangers and planar predators to make sure they reach their destination safely. Due to this, they often form alliances with the setting's actual psychopomps.

Tabellia (Emissary Angel)

Level: 14
Size: Medium

  • Ambadassador: Tabellias are messengers of the gods of good.

Planetar (Justice Angel)

Level: 16
Size: Medium

Planetars are the generals, champions and executioners of the angelic host, leaving matters of redemption and diplomacy to angels better suited for them and focusing on bringing battle directly to evil's doorstep.


  • Four-Star Badass: Planetars are the generals of celestial armies and usually lead the charge against an army of fiends.
  • Magic Knight: In addition to being swordsmen, planetars also have the spellcasting abilities of the clerics.

Ninkonda (Nail Angel)

Level: 17
Alignment: Lawful Good
Size: Large

Stoic, remorseless hunters of the celestial planes who target once-honorable mortals who have committed heinous sins, such as treason against good nations or betrayal of celestial confidences. Ninkondas begin as archons who decide that redeeming mortal wrongdoers is a higher calling than the service of Heaven’s hierarchies, transforming into angels.


  • Attack Reflector: Rays and ranged touch effects that strike a ninkonda but fail to overcome spell resistance are reflected back at their source.
  • Heel–Face Turn: All ninkondas lived mortal lives of startling wickedness before repenting of their evil ways and joining the ranks of Heaven. Now they dedicate their existence to encouraging it in others.
  • In-Series Nickname: Often called "nail angels" after the spikes that pierce their bodies.
  • The Penance: The nails that piece a ninkonda's body are physical manifestations of the evil acts they performed in life. These spikes cause them a constant dull ache rather than a sharp pain, but they embrace this discomfort as an ever-present reminder of how wickedness can be overcome.

Empyrean

Level: 20-30
Size: Large

  • Bottomless Magazines: An empyrean needs no ammunition for any ranged weapon, as it can simply fire arrows of light or equivalents.
  • Elemental Weapon: An empyrean infuses its weapons with its own inner light.
  • No Face Under the Mask: An empyrean's body melds with its armour and clothing, forming a single whole.
  • Time Abyss: Unlike other angels, who are formed from mortal souls, empyreans are direct creations of the gods and in many cases predate the creation of mortal life by a very long time.

Solar (Archangel)

https://static.tvtropes.org/pmwiki/pub/images/angel_solar.png
Level: 23
Size: Medium

  • Bottomless Magazines: A solar's bow needs no ammunition, and automatically creates a slaying arrow of the solar's choice when drawn.
  • Disappeared Dad: Since begetting a child upon a mortal is generally frowned upon by other solars, a solar father rarely interacts directly with the fate of his lover or child.
  • Hunter of Monsters: Some solars take on the mantle of monster-slayers and hunt powerful fiends and undead.
  • Scarily Competent Tracker: Solars are trackers of legendary skill, and the most talented among them are said to be able to follow the centuries-old passage of a devil through the Astral Plane.

    Guardian Beast 
https://static.tvtropes.org/pmwiki/pub/images/guardianbeast_lion.png
Level: Same as base creature + 1 (11+ for imperial guardian beasts)
Alignment: Good
Size: Same as base creature

  • Asian Lion Dogs: Guardian beasts are warden spirits native to Nirvana that resemble regular animals with humanoid faces. Each is bonded with a carved stone statue, which remains immobile during the day but animates after nightfall to patrol its assigned territory, or when the need arises. Every species of animal in existence has a guardian beast counterpart, with lions being the most common. Guardian beasts are steadfast and dedicated to their wards, protecting them even if they become abandoned and ruined, and are known to give cryptic omens and warnings to those living in the buildings they protect.
  • Friendly Neighborhood Spider: In Shenmen, where spiders are traditionally venerated as wards against vermin, pests and evil in general, the most common guardian beasts are stone spiders, who can often be found near town and village entrances.
  • Living Statue: The souls of guardian beasts are anchored to the Universe by stone vessels carved in their likeness. Should the need arise, guardian beasts can merge with their stony form. When holding itself still, a guardian beast appears to be just another statue.
  • Monster Lord: Each particular guardian beast species is led by an imperial guardian beast.
  • Talking Animal: Guardian beasts are capable of speech and conversation.

Heaven (Lawful Good)

    Archon 
Alignment: Lawful Good

Glorious protectors of law and justice, archons are a primeval species of celestial represent everything desirable about an ordered society, fondly regarding the gods and other celestials as little siblings.


  • Angelic Abomination: Archons are the oldest naturally Holy species in existence, and look it, being just as bizarre and alien as Biblical angels. They are also just as nobly intentioned as younger celestials, if sometimes a bit obtuse.
  • Art Evolution: Pre-Remaster, archons are of various degrees of humanoid, from fully so (like the star and trumpet archon) to anything but (like the lantern and wheel archon). The Remaster, which changed them into primeval celestials who predate the arrival of the gods, also fully leaned on the latter aesthetic—the shield archon, for example, was changed from an armoured human wielding a massive tower shield to a literal shield with eyes, hands and wings.
  • Good Counterpart: The Remaster makes them this to the qlippoth; like the qlippoth, archons are primeval being from before the existence of mortal life, but personify everything good and nurturing about the primal world. While qlippoth are Absolute Xenophobes, archons are immensely fascinated towards younger beings and happily allowed the gods and other celestials to settle their planes.
  • Knight Errant: Archons of all walks often become questing knights, journeying throughout disparate worlds and realms aiding in good works and promoting courageous acts.
  • Non-Human Head: Before the Remaster, several types of weak-to-middling archons are distinguished by possessing animal heads — hound archons, horned archons and the raven-headed preceptor archons are all examples of this. After the remaster, every archon with a definable head has an odd one.
  • Our Archons Are Different: The main race of outsiders native to Heaven, and embodiments of the concepts of virtue, nobility, just rulership and order; however, they are also more prone to dogmatism and inflexibility than other celestials are. They come in several distinct types; their intensely Lawful natures mean that each serves a very specific role in the hierarchy of Heaven, often with highly martial bents, although their appearance is usually bizarre and alien. Many archons are also associated with and named after some type of object, and the weakest archons are often just that object given life.
  • The Paladin: Archons are creatures of fundamental law and good tasked with the protection of Heaven as well as all who are free of evil.
  • Teleportation: All archons except harbinger archons can teleport at will.

Zoaem (Lantern Archon)

Level: 1
Size: Small

  • Fusion Dance: Zoaems can unite to form gestalts with greater control over their surroundings. If they happen to accidentally fuse with a teleporting rekhep, they can undergo a further and permanent transformation into an immensely powerful bastion archon.
  • Light 'em Up: Zoaems always glow and can focus rays of light at enemies.
  • Magikarp Power: Zoaems are some of the weakest archons in existence, but — under rare conditions — a group of their kind can become a bastion archon, one of the most powerful of all archons.

Harbinger Archon

https://static.tvtropes.org/pmwiki/pub/images/harbringer_archon.png
Level: 2
Size: Tiny

Minute archons resembling animated, flying orreries, harbingers serve the heavenly host as heralds, aides, and fillers of every minute position needed to keep Heaven's vast civilization running smoothly. On the Universe they serve in this capacity to mortals as well, in addition to attempting to provide them with moral guidance, and are often seen as familiars among pious spellcasters.


  • Familiar: Harbingers can be bound into service as familiars, a role they accept eagerly, taking full responsibility for guiding their masters' souls toward salvation.
  • Friendly Fireproof: The harbinger can choose whether any target is harmed by a Wrath blast or not, damaging only foes that it chooses.
  • Mechanical Lifeforms: A harbinger resembles a model of a planetary system. The celestial bodies are crafted of glowing jewels, between which electric arcs and sparks of magical essence dance.

Spyglass Archon

Level: 3
Size: Medium

  • Stealth Expert: Spyglass archons act as spies in the interests of Heaven, and use guile and stealth to infiltrate evil strongholds, uncover evil plans and bring reports back to Heaven.

Hound Archon

Level: 4
Size: Medium

  • Arch-Enemy: Hound archons hate canine fiends in particular and will go out of their way to slaughter them.
  • Heroic Dog: These hounds are Lawful Good-aligned celestials.
  • Non-Human Head: Hound archons look like muscly humans with dog heads.

Qarna (Horned Archon)

Level: 4
Size: Medium

Stag-headed archons who serve Erastil and Heaven at large as trackers, marchwardens and scouts.


  • Arch-Enemy: Qarnas have a deep-seated hatred of evil fey, and they gather in great numbers to pursue them and take them down.
  • Forest Ranger: Although none remember the specifics of their mortal lives, qarnas retain the skills of trained woodland warriors.
  • Horned Humanoid: A qarna looks like a well-muscled human with four deer heads and golden horns.
  • Non-Human Head: Much like their patron god, they appear as humanoids with the heads of stags and bull elk.

Codex Archon

Level: 5
Size: Medium

  • Light 'em Up: A codex archon can fire a beam of light to damage foes.

Aesra (Legion Archon)

https://static.tvtropes.org/pmwiki/pub/images/archon_legionarchon.png
Level: 7
Size: Medium

  • Extra Eyes: An aesra's head is a ring of unblinking eyes.
  • Fireball Eyeballs: Their eyes burn bright with the flames of their faith.
  • Flaming Sword: Aesras can conjure forth flaming greatswords.
  • Throwing Your Sword Always Works: In ranged combat, aesras can throw their greatswords at enemies. After landing, the sword instantly reappears in its owner's hands.
  • Winged Humanoid: With the twist that, in this case, the wings are metallic outgrowths of their armor, but fully functional otherwise.

Preceptor Archon

Level: 9
Size: Medium

Heaven's interventionists, preceptors seek out mortals struggling with emotional crises and difficult choices in order to provide them with guidance and aid.


  • Glowing Eyes: Their eyes glow with intense yellow light.
  • Non-Human Head: Preceptor archons have raven heads.
  • Shout-Out: Their concept, especially given how they use their ability to create complex mindscapes to restore hope in their charges by showing them how much worse off the world would have been without them, fairly clearly owes a fair bit to It's a Wonderful Life.

Rekhep (Shield Archon)

https://static.tvtropes.org/pmwiki/pub/images/archon_shieldarchon.png
Level: 10
Size: Large

  • Blade Below the Shoulder: Both of a pre-Remaster shield archon's hands can be transformed into a spear or a shield.
  • Brought Down to Badass: Some rekheps were originally star archons who died and reincarnated as a rekhep.
  • Luckily, My Shield Will Protect Me: A rekhep's shield can shrug off deadly attacks from superior opponents.
  • Morph Weapon: Pre-Remaster, a shield archon can transform his hands into a tower shield and a shortspear, or either individually, or back to hands again.

Exscinder Archon

Level: 12
Size: Huge

Trumpet Archon

https://static.tvtropes.org/pmwiki/pub/images/archon_trumpetarchon.png
Level: 14
Size: Medium

Mote Archon Swarm

Level: 15
Size: Diminutive

Mote archons are tiny, floating runes less than an inch across. Individually, they are benign and nearly mindless creatures, but mote archons are virtually never found alone, congregating naturally in groups of hundreds or thousands of their kind. Together, these swarms of mote archons have a unified personality and an overwhelming drive to comfort the sick and heal the injured.


  • Burning with Anger: When infuriated, the components of a mote archon swarm oscillate rapidly until their rage (literally) ignites them, heating the air and burning enemies.
  • Hive Mind: Individually, a mote archon is benign and nearly mindless. Together, each mote archon swarm has a unified personality.
  • Worm That Walks: A single mote archon is roughly the size of a fingernail but they swarm together in the thousands to form larger figures.

Gate Archon

Level: 17
Size: Medium

  • Gate Guardian: Gate archons stand in silent vigils over interplanar portals.

Giylea (Wheel Archon)

https://static.tvtropes.org/pmwiki/pub/images/wheelarchon.png
Level: 17
Size: Huge

  • Black-and-White Insanity: The giylea's view of good and evil is rigid, almost to the point of absolute inflexibility. They carry out other celestials' instructions to the letter, even in situations that would be served better with moderation and forgiveness.
  • Eyes Do Not Belong There: The giylea, commonly known as wheel archon, resembles a flying wheel of fire with eyes on each spoke.
  • Living Lie Detector: Giyleas can't tolerate deceit and easily see through lies.
  • Playing with Fire: When the giylea spins furiously, it emits a rain of divine fire.

Hammer Archon

Level: 18
Size: Large

The unstoppable champions of celestial armies, called to fight against paragons of evil and chaos when all hope seems otherwise lost.


  • Blood Knight: Hammer archons spend the majority of their time on the fields of battle. When not fighting, they spend their time polishing their armour and maintaining their hammers, but are impatient to enter another fight.
  • Weapon Specialization: As the name may indicate, they wield powerful magic hammers in battle. A hammer archon without their hammer is so diminished that each archon fervently guards their weapon and forms such a deep bond with it.

Star Archon

https://static.tvtropes.org/pmwiki/pub/images/archon_stararchon.png
Level: 19
Size: Large

  • Defeat Equals Explosion: When killed, a star archon explodes in a blinding flash of energy.
  • Light 'em Up: They can cast Sunburst as an innate spell, bleed light from their wounds, and explode in bursts of light on death.
  • Power Floats: A star archon floats in the air on a nimbus of pearly light.
  • The Strategist: Star archons are the tacticians and strategists of Heaven. Gifted with insight, they spend much of their time planning for Heaven's armies and good folk in the world.

Bastion Archon

https://static.tvtropes.org/pmwiki/pub/images/bastion_archon_0.png
Level: 20
Size: Huge

Immensely powerful archons that serve as wardens of holy sites, bastion archons are created from the accidental fusion of lesser members of archonkind.


  • Defeat Equals Explosion: Bastion archons explode in a flash of holy light when they die.
  • Eye Beams: Of a sort. Bastion archons don't have eyes per se, but they can fire beams of holy light from the glowing beacon that serves as their face.
  • Fusion Dance: A bastion archon is created on the rare occasion when a more powerful archon uses its teleportation to switch places with a gestalt of lantern archons trying to stand against an evil force beyond their power, and a teleportation accident fuses the shield archon and the gestalt into a single entity instead of changing their places.
  • Good Counterpart: They are presented as one to balors. Bastion archons are Lawful Good where balors are Chaotic Evil, they are the strongest and most powerful non-unique members of their respective outsider species, they play opposite roles in combat situations suited for their respective philosophies (balors are offensively-oriented masters of combat whereas bastion archons are impassable Stone Walls) and they view each other as rivals in-universe — the arrival of a balor is one of the few things that will prompt a bastion archon to leave its position, as the two outsiders will seek each other out as soon as they become aware of the other's presence and fight to the death.
  • The Medic: Bastion archons have numerous options for bolstering and healing their allies and companions. On top of passively healing any good-aligned creatures within sixty feet of their location — including themselves — they can cast most of the classic cleric healing spells, both on an individual basis and on multiple people at once, and can even regenerate others' lost limbs.
  • Rock Monster: A bastion archon's body is made up of the rock of the mountain of Heaven itself.
  • Stone Wall: Bastion archons' primary purpose is to stand firm and keep their foes from moving past them, and they are very good at it. They are literally impossible to move once their plant themselves down, they have high health and automatic healing and they can cast spells such as blade barrier and wall of stone to place physical barriers in their foes' way.
  • Taking You with Me: If a fiend or another evil creature manages the already difficult feat of killing a bastion archon, the burst of holy light released by the dying celestial is very likely to take it down anyway.
  • You Shall Not Pass!: Their purpose in life is to be eternal guards of the place where they were first created, plant themselves down and make sure that no one with evil designs makes it any further than their position.

    Cervine Protector 
Level: 6
Alignment: Lawful Good
Size: Large

  • Rock Monster: A cervine protector is constructed of branches, bits of antler and rune-carved stone.

    Chalkost 
Level: 4
Alignment: Lawful Good
Size: Medium

  • Horse of a Different Color: Chalkosts can turn into boars, and riding a chalkost into battle is considered a special honour for dwarves.

    Hiracapath 
Level: 7
Alignment: Lawful Good
Size: Large

Hiracapaths exist below the lowest tiers of Heaven’s hierarchy and are commanders of celestial animals, holding no official place among Heaven’s formal ranks or society.


  • Horse of a Different Color: High-ranking angels or archons sometimes gift the services of hiracapaths to virtuous mortals. The hiracapaths proudly serve as paladin mounts when so called—many filled this same role in life and vaguely recall the sense of purpose it offered.
  • In-Series Nickname: Somethimes called "The Bulls of Heaven," despite clearly resembling rams.
  • Light 'em Up: A hiracapath sheds the blinding light of righteous loyalty, which burns chaotic and evil creatures that attack it.

Nirvana (Neutral Good)

    Agathion 
Alignment: Neutral Good

The manifestations of Neutral Good, agathions represent peaceful wisdom and are the least militant Celestials.


  • Adaptation Name Change: These creatures originated in Planescape under the name guardinal, but were renamed agathions in Pathfinder, as the name guardinal is copyrighted by Wizards of the Coast.
  • Beast Man: They have animalistic features or take the forms of animals.
  • Berserk Button: They really don't like being confused with lycanthropes.
  • Good Animals, Evil Animals: Certain animals, particularly scavengers and parasites, specifically do not have agathions associated with them. These animals are not intrinsically evil, but their habits and ecological niches are far from the noble and proud traditions that most of the petitioners of Nirvana would associate with themselves.
  • Heal Thyself: All agathions can heal themselves with an ability similar to the paladin's lay on hands.
  • Speaks Fluent Animal: They can communicate with animals using an ability similar to truespeech.

Silvanshee

Level: 1
Size: Tiny

  • Combat Pragmatist: Silvanshees are not fond of open combat, even against fiends, and they're likely to run away if confronted. When they must fight, they prefer numbers and the element of surprise, using their magic to temporarily overcome their physical weaknesses, and melting away if the battle turns against them.
  • Familiar: Silvanshees can serve as familiars for spellcasters, and not only for ones that share their alignment like normal outsiders, but for all good-aligned spellcasters instead.
  • Talking Animal: The silvanshee is the least anthropomorphic type of agathion, being essentially cats that can speak.

Muldnal

Level: 3
Size: Small

  • Afraid of Blood: A muldnal is repelled by the presence of freshly spilled blood.
  • Large and in Charge: Muldnal elders, who have lived for aeons in the caverns under Nirvana, grow in size and often become leaders of small muldnal enclaves.

Bishop

Level: 4
Size: Medium

Fishlike agathions who serve as messengers between the land and the sea.


  • Fish People: Bishops resemble sea creatures of humanoid shape, with webbed hands, a tentacle "beard" and long, drooping fins resembling flowing robes.
  • Interspecies Romance: There are persistent rumors of bishops who came to the Universe and fell in love with mortal women, thereby fathering aquatic races such as merfolk.
  • Supernatural Fear Inducer: A bishop's eerie, fishlike appearance evokes feelings of unsettling fear in an aura.

Reptial

Level: 4
Size: Small

  • Collector of the Strange: Reptials spend their time collecting holy relics and can store some of their knowledge within a chosen relic.
  • Lizard Folk: Reptials have an iguana's head, scales, feet and tail.
  • Non-Action Guy: Reptials prefer to avoid combat if possible.

Cervapral

Level: 5
Size: Medium

  • Slave Liberation: Cervaprals frequently serve on the Universe during raids to free slaves, believing that nearly any sacrifice is justified to break the chains of bondage.

Vulpinal

Level: 6
Size: Small

  • Fantastic Foxes: A vulpinal looks like a humanoid fox, often with brilliantly coloured fur and a tail as long as its height.

Chelonidal

Level: 7
Size: Medium

  • Sturdy and Steady Turtles: A chelonidal resembles a cross between a humanoid and a sea turtle. In times of need, a chelonidal can turn its back to its enemies, using its shell as a shield.

Procyal

Level: 8
Size: Medium

  • Master Forger: Procyal agathions are able to flawlessly forge signatures and legal documents even if they have never seen them before.
  • Voluntary Shapeshifting: Procyals can effortlessly take the form of humanoid creatures they have met during their travels, though they are not interested in impersonating the person's behaviour.

Avoral

Level: 9
Size: Medium

  • Bird People: Eagle men, with an eagle's tail, talons and wings, feather-covered legs, a hairless, feathery cowl, and hollow bones like birds.
  • Noble Bird of Prey: Avorals are humanoids with eagle features and an alignment of Neutral Good.

Guloval

Level: 12
Size: Small

  • Friend to All Children: Gulovals particularly seek out roles as guardians of children or the elderly.
  • Pint-Sized Powerhouse: Despite their small stature, gulovals' core value is aggressive protection, and they are one of the most militant and ferocious of the normally peaceful agathions.
  • Taking the Bullet: When a ward within the guloval's reach is struck, the guloval can block the attack with its own body.

Leonal

Level: 12
Size: Medium

  • Panthera Awesome: The leonal is a lion-headed humanoid with golden fur, sharp teeth and long cat claws.
  • Super-Scream: A leonal can use its roar as a weapon.

Cetaceal

Level: 15
Size: Medium

  • Deflector Shields: A cetaceal has a protective aura against attacks made or effects created by evil creatures.
  • Heroic Dolphin: These half-man, half-orca celestials defend the waters against aquatic evils such as aboleths.
  • Our Mermaids Are Different: The cetaceal is a mermaid-like creature with the torso and head of a woman and the lower half of a killer whale.

Mustelidal

Level: 16
Size: Medium

Tenacious warriors, mustelidals are the protectors of the good and neutral burrowing creatures of the universe and see defeat in battle as little more than an annoying roadblock delaying their eventual victory.


  • Blood Knight: Mustelidals enjoy fighting and are eager to return to the Universe and engage in battle with evil.

Cervinal

Level: 17
Size: Large

  • Carpet of Virility: Cervinals from the cold regions of Nirvana sport a coat of chestnut fur up their chests and shoulders.
  • Our Centaurs Are Different: Cervinals are less anthropomorphic than other agathions, possessing a centaur-like body with the lower half of a deer.

Draconal

https://static.tvtropes.org/pmwiki/pub/images/agathion_draconal.png
Level: 20
Size: Large

  • Breath Weapon: Draconals have a breath weapon like all true dragons.
  • Color-Coded for Your Convenience: Their colour affects the draconals' personality, and may alter their physical shape or apparent gender.
  • Draconic Humanoid: A draconal is half humanoid and half dragon, with great wings and a crown of horns, to the point that they might be mistaken as evil half-chromatic dragons.
  • Our Dragons Are Different: The draconal is an anthropomorphic dragon-like celestial with great wings, horns and a tail.

    Dapsara 
Level: 4
Alignment: Neutral Good
Size: Medium

  • Amazing Technicolor Population: A dapsara in her natural form looks like a beautiful humanoid woman, sometimes with an unusual skin colour such as jade green or sky blue.
  • Multi-Armed and Dangerous: A dapsara has a second pair of ghostly arms. They are usually used to play musical instrument or assist some other type of performance; in a pinch, the dapsara can attack with all four arms.

    Moon Dog 
Level: 9
Alignment: Neutral Good
Size: Medium

  • Heroic Dog: Moon dogs are Good-aligned creatures that hunt planar menaces where they please.

    Yhohm 
Level: 4
Alignment: Neutral Good
Size: Tiny

  • Auto-Revive: A slain yhohm remains dead only temporarily unless its body is completely destroyed, or if a whole year has not yet passed since its last resurrection.
  • Hot Wings: A bird surrounded by an aura of blazing white flames.
  • The Phoenix: According to the faithful, each time a phoenix is reborn, a portion of its soul incarnates in Nirvana as a yhohm. It retains the ability to rebirth itself from its own corpse.
  • Playing with Fire: Yhohms can cause their feathers to burst into flames at will.
  • Resurrection Sickness: A reborn yhohm will gain a negative level, although most will try to remove this negative level as soon as possible.

Elysium (Chaotic Good)

    Azata 
Alignment: Chaotic Good
The free-spirited manifestations of creativity and liberty.

Lyrakien

https://static.tvtropes.org/pmwiki/pub/images/azata_lyrakien.png
Level: 1
Size: Tiny

  • Familiar: A Chaotic Good spellcaster can gain a lyrakien as a familiar.
  • Light 'em Up: A lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight.
  • Winged Humanoid: A lyrakien is a tiny humanoid with delicate butterfly wings.

Gancanagh

https://static.tvtropes.org/pmwiki/pub/images/gancanagh.png
Level: 4
Size: Medium

Gancanaghs resembles handsome men with pointed ears, and are Elysium's roving adventurers and incorrigible flirts and casanovas.


  • Achilles' Heel: A gancanagh's lungs can't tolerate smoke.
  • Arch-Enemy: Gancanaghs hate succubi and incubi more than anything else, as they feel that their existence profanes the spirit of romance with seduction and violence.
  • Berserk Button: Do not mistake a gancanagh for an incubus; more than one gancanagh has challenged a misinformed paladin or other ally of good to a duel over such an insult.
  • The Casanova: Gancanaghs are best known as inveterate wooers of mortals and immortals alike.
  • Single-Gender Species: Downplayed. Gancanaghs generally present themselves as male, but gender is a fairly fluid concept for outsiders and they can and do take alternate forms should the situation require.

Thyrlien

Level: 4
Size: Small

  • Light 'em Up: A thyrlien can tap into Desna's divine radiance and unleash a blast of holy twilight.
  • Poisonous Person: Venomous saliva coats a thyrlien's mouth.
  • Scenery Censor: The thyrlien's artwork only covers her in motes of light.
  • Winged Humanoid: A thyrlien is a fey-looking humanoid with wings decorated like a starry night sky.

Nualidu

Level: 5
Size: Medium
Nualidus are strongly protective of natural waterways across the multiverse. They despise polluters and those who use water to cause pain and suffering, an attitude that remains constant despite thier tendency to make and break relationships with others in moments.
  • Making a Splash: A nualidu can expel a cascade of water from their body to batter an opponent.

Yamah

Level: 5
Size: Medium

  • Status-Buff Dispel: A yamah can make a touch attack against a creature under the effects of spell(s) and attempt to dispel them. If successful, the yamah absorbs the magical energy and converts it into a bolt of force.

Bralani

Level: 6
Size: Medium

  • Blood Knight: Bralanis are always on the lookout for the chance to test their skills in battle.
  • Voluntary Shapeshifting: In addition to their elf-like forms, they can take the shape of whirlwinds of dust, snow, or sand.

Kanya

https://static.tvtropes.org/pmwiki/pub/images/azata_lillend.png
Level: 7
Size: Large

Snake-bodied, winged and Always Female azatas who live for performing, enjoying and inspiring music, kanyas often serve as muses for mortal singers and songwriters, and are often associated with the goddess Shelyn.


  • Break the Cutie: There's a rather noticeable tendency for kanyas to show up in official products in a variety of painful and/or humiliating situations — serving as the default example of a broken soul in Bestiary 4, showing up as a succubus' broken soul "torture pets" in Wrath of the Righteous, getting used as a living battery for an Asmodean ritual in Hell's Rebels, being ambushed by evil adventurers on the cover of Agents of Evil, being captured by demons and tortured into near-mindlessness in The Moonscar... generally speaking, if there's a situation where a celestial is being victimized by evil beings, it's very likely for that celestial to be a kanya.
  • Nipple and Dimed: The lillend illustration in the 1st Edition Bestiary does not wear shirts, but the artwork remains safe for minors due to a pair of pasties.
  • Snake People: A kanya has an elven upper body and a serpentine lower body.

Raelis

Level: 10
Size: Large

  • Prefers Going Barefoot: Though competent flyers, raelises prefer to travel barefoot, since they love the feeling of grass or mud between their toes.
  • Seeker Archetype: Raelises travel to the remotest corners of the Universe in search of tall tales, stories and epics.

Aeolaeka (Stone Azata)

Level: 12
Size: Large

  • Dishing Out Dirt: Aeolaekas, who embody the slow but inevitable chaos of rock, can conjure a long line of rolling boulders.
  • Rock Monster: Stone-skinned aeolaekas are sometimes mistaken for statues and pretend to be such when they don't want to reveal themselves.

Ghaele

https://static.tvtropes.org/pmwiki/pub/images/azata_ghaele.png
Level: 13
Size: Medium

Uinuja

Level: 15
Size: Large

  • Dream Land: Uinujas live in collective mindscapes, which are often moonlit islands where rock spires rise to great heights, topped by large cocoons of dark blue silk.
  • Winged Humanoid: An uinuja looks like a dark-skinned woman with diaphanous wings.

Prydanu

Level: 16
Size: Medium
Sea-loving azatas who seek to undo the hold of tyrants and oppressors upon downtrodden and deceived populations. Prydanus form from the souls of liberators and freedom fighters.
  • Arch-Enemy: Due to their focus on fighting oppression and deception, they consider the alghollthus to be their greatest enemies in Golarion.
  • Didn't Think This Through: Prydanus aren't known for their restraint, and tend to act shortsightedly and in manners which lead to unfortunate consequences later down the line.
  • Immune to Mind Control: Prydanus emit a thirty-foot aura where all creatures allied to the aura's creator gain a sacred bonus to fighting off mind-affecting magic and illusions are automatically dispelled.
  • Prongs of Poseidon: Fitting their association with the seas, they favor aberration-bane returning tridents as their primary weapons.
  • Slave Liberation: Prydanus devote themselves to championing freedom wherever they can, and consequently often start or aid slave rebellions and similar uprisings.
  • Winged Humanoid: They resemble grey-skinned humans with large, translucent wings.

Brijidine

Level: 17
Size: Medium

  • Arch-Enemy: Brijidines view devils as their greatest enemies.
  • Cultured Badass: Though their power is tied to primal destruction, brijidines are quick-witted and love wordplay, whether in a sonnet or a dirty limerick. One of the quickest ways to befriend a brijidine is to present her with a fireproof copy of an exotic poem.
  • Fire Purifies: The brijidine sees fire as a form of purity.
  • Magma Man: A brijidine’s body is molten rock covered in dancing flames, and she can hurl a glob of lava at enemies.
  • Skinny Dipping: Brijidines do not wear clothing and love basking in volcanoes.

Veranallia

https://static.tvtropes.org/pmwiki/pub/images/azata_veranallia.png
Level: 20-25
Size: Large

  • Enchanted Forest: Many veranallias can be found in the lush fields or forests throughout Elysium, particularly where the flora changes colour almost at random.
  • Never Mess with Granny: Veranallia elders, the most powerful of their kind, have the upper bodies of elderly human women.
  • Plant Person: A veranallia has an upper body of a woman and a lower body made up from leaves and vines.
  • Seasonal Baggage: Veranallias embody the changing of the seasons, from blossoming spring to dormant winter. The flora in their lower half represent the life of plants throughout all stages of the year, continually shifting from blooming and verdant to crisp and withered and back in a matter of seconds.
  • Spontaneous Weapon Creation: A veranallia can instantly create a jagged blade from her hoarfrost-covered vines.

    Ataxian 
Level: 4
Alignment: Chaotic Good
Size: Small

  • Bad Powers, Good People: As listed below they can possess people, though, tellingly, they can only use this power on willing targets.
  • Willing Channeler: Ataxians love to possess worshippers of Cayden Cailean and experience life in an 'enormous' body.
  • Sentimental Drunk: An ataxian embodies all the positive stereotypes of a happy, fun drunk.

    Cayhound 
Level: 5
Alignment: Chaotic Good
Size: Medium

Descendants of Cayden Cailean's dog, Thunder, who he uplifted after his own divine apotheosis.


  • Canis Major: Cayhounds stand head to chest with most humans and weigh approximately 250 pounds.
  • Heroic Dog: Cayhounds are good-aligned champions of freedom, and channel their master's strength and courage (and a bit of luck) in opposing nefarious schemes wherever they find them.

    Caypup 
Level: 2
Alignment: Chaotic Good
Size: Small

  • Heroic Dog: Caypups are driven to perform acts of good and to halt wrongdoing in the lands they roam.
  • Older Than They Look: After maturing through infancy, caypups continue to resemble puppies for their entire lives.

    Mederach 
Level: 9
Alignment: Chaotic Good
Size: Large

Mederachs are the good counterparts to the bebiliths of the Outer Rifts. They believe that most evil can be redeemed, and so they seek to subdue their enemies and turn them toward good whenever possible instead of destroying them outright.


  • Arch-Enemy: Mederachs have an instinctive, burning hatred for evil arachnid creatures, especially bebiliths.
  • A Form You Are Comfortable With: Mederachs can change their appearance, which they use when they travel among those who might fear their true forms, or who might mistake them for bebiliths.
  • Friendly Neighborhood Spider: These arachnid celestials aid good creatures in the fight against and sometimes travel to the source of such evil plots to work on mortals' behalf.
  • Giant Spider: A mederach looks like a spider the size of an elephant.
  • Morphic Resonance: Mederachs' arachnid nature subtly manifests while they're in alternate forms, usually in the form of eight toes on each paw or scarlet eye-like dots on their heads.

Other Planes

    Manasaputra 
Alignment: Lawful Good
Level: 12 (manu), 14 (rishi manu), 16 (maharishi manu), 18 (twilight pitri), 22 (solar pitri)
Size: Medium (manu, rishi manu, maharishi manu), large (twilight pitri, solar pitri)

  • Angelic Transformation: Manasaputras manifest when the reincarnated soul of a mortal who sought perfection and spiritual transcendence in life merges with the raw energy of life itself.
  • Arch-Enemy: Manasaputras and sahkils are sworn enemies, as sahkil predation actively impedes the development of mortal souls. This often results in manasaputras or their agents defending vulnerable spirits or leading quests to liberate worthy souls before they're destroyed.
  • A Form You Are Comfortable With: Most manasaputras are wholly incorporeal entities forged of the raw Cosmic Fire from the heart of Creation's Forge. When a manasaputra chooses to become corporeal, it usually adopts a resplendent humanoid form, often with striking features that clearly set it apart from mortals.
  • Good Counterpart: As a very old race of Hindu mythology-inspired outsiders who progress in power through reincarnation and have a strong cultural interest in the pursuit of wisdom and enlightenment, they're rather like more benevolent Asuras.
  • Holy Is Not Safe: Solar pitri are wise, powerful, benevolent — and inherently dangerous for all non-manasaputra to be around unless they suppress their aura of cosmic fire.
  • Our Angels Are Different: They're good outsiders who were based on Hindu mythology rather than the Abrahamic flavor of most celestials. In-universe, they differ from most other celestials because they make their home on Creation's Forge, not one of the good-aligned Outer Planes.
  • Reincarnation: All manasaputras reincarnate after death, eventually tracing their histories down to a mortal who achieved enlightenment and reincarnated as a manu.
  • Time Abyss: If you count their previous incarnations as lower-ranked manasaputras, twilight and solar pitris are older than the current multiverse.

    Half-Celestial 
Level: Same as base creature + (1-3)
Alignment: Good
Size: Same as base creature

  • Semi-Divine: Half-celestials have one celestial and one mortal parent.

    Cynosoma 
Level: 12
Alignment: Chaotic Good
Size: Medium

The creations of the goddess Desna and the only truly native creatures of her personal demiplane. They often leave their dimensional home to wander the Universe, doing so with their creator's blessing.


    Ez-Azael 
Level: 12
Alignment: Lawful Good
Size: Large

Powerful angelic beings occasionally capture a type of goat-like demon called a schir and subject it to a cleansing ritual in which it is used as an offering of atonement for some mortal population to relieve them of their sins. This usually kills the schir in the process, but sometimes the ritual of clemency instead fundamentally changes them into a being of good.


  • Ascended Demon: An ez-azael is a celestial occasionally transformed from a schir demon through a redemptive ritual conducted by powerful celestials.
  • Not Afraid to Die: The presence of an ez-azael draws an ever-escalating series of attacks when demons become aware of its presence in a region. An ez-azael knows its days are numbered and has no qualms about dying in its quest.
  • Shout-Out: According to a note in its entry, the ez-azael is loosely based on the concept of the sacrificial goat offering mentioned in the book of Leviticus in the Hebrew Torah (Leviticus 16:8–10).
  • Suicide Attack: An ez-azael can give up its life to cast destruction on one evil foe.

    Garuda 
Level: 9
Alignment: Chaotic Good
Size: Medium

  • Arch-Enemy: Garudas despise nagas and other serpentine aberrations. A garuda will go out of their way to hunt down a naga if they hear even the tiniest rumour suggesting the presence of one.
  • Bird People: A garuda has a humanoid body with a bird's face, talons and wings.

    Lar 
Level: 5
Alignment: Lawful Good
Size: Medium

    Peri 
Level: 14
Alignment: Neutral Good
Size: Medium

  • Arch-Enemy: Peris hate the divs for seeking to ruin the good works of mortals, and in turn divs enjoy torturing and persecuting captured peris.
  • The Atoner: Believed to be the descendants of fallen angels, peris do penance for their ancestors' sins before they can earn a place in paradise.
  • Dance Battler: A peri can spin in an ever-faster, whirling dance, transforming herself into a spinning vortex of flame.
  • Hot Wings: A peri has peacock wings made out of flames.

    Yeongno 
Level: 7
Size: Large

  • Fallen Angel: Yeongno are denizens of Heaven cast down to the mortal Universe due to greed.
  • Hates Rich People: Yeongno eat the corrupt and wealthy as a symbolic means of consuming their own greed. They believe that by eating 100 wealthy individuals who abuse their wealth or who accumulated their wealth by underhanded or exploitative means, they can atone and ascend back into heaven. Despite their reputation as maneaters, yeongno are welcomed by the poor and oppressed, who see them as wise and just.
  • Money Mauling: If its opponent is carrying enough precious metals, a yeongno can crush it with the weight of their wealth, as apparitions of gold coins approximating this wealth materialise and pummel the target from all sides.

Alternative Title(s): Pathfinder Outsiders Upper Planes

Top