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GulovalCreature 12


UncommonSmallAgathionCelestialGoodHoly
Source Pathfinder #183: Field of Maidens
Perception +23 (darkvision)
Languages Common, Diabolic, Draconic, Empyrean, Speak With Animals
Skills Lore +22, Athletics +25, Intimidation +21, Nature +23, Survival +23
Str +7, Dex +4, Con +5, Int +4, Wis +5, Cha +3

AC 32; Fort +22; Reflex +21; Will +24; +1 status bonus to all saves vs. magic
HP 250
Speed 25 feet (burrow 20 feet)
Weaknesses Unholy 10

Jaws One Action +25 (+20, +15) to hit (holy, magical, unarmed) 3d8+13 Piercing
Claw One Action +25 (+21, +17) to hit (agile, holy, magical, unarmed) 3d4+13 Slashing

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicInterposition Reaction

Trigger A ward within the guloval's reach would take damage from a Strike, and the guloval is within the attacker's reach


Effect The guloval blocks the attack with their own body, taking the triggering attack's damage. The ward takes no damage.

Righteous Wound

When a guloval critically hits an evil creature with any melee Strike, the evil creature becomes Frightened 1. If that evil creature has damaged one of the guloval's wards within the last round, it's instead Frightened 2.

Shield Ward One Action

The guloval enhances the magical link with their ward, granting that creature a +1 status bonus to its Armor Class and saving throws until the start of the guloval's next turn.

Wolverine's Protection Two Actions

The guloval selects a single willing ally within 30 feet as their ward; that ally can't already be the ward of another guloval. Once an ally becomes a ward, a magical link forms between the guloval and the ward, and as long as they are on the same plane and both are alive, the guloval knows the ward's direction from them, distance from them, and any conditions affecting them. A guloval can maintain this link with up to 4 wards-if they select a fifth, one of the previous wards (chosen by the guloval) loses the link and is no longer a ward.


Divine Innate Spells (DC 32, +24 to hit)

2nd Level: Remove Fear, Shield Other, Speak with Animals (Constant)
3rd Level: Circle of Protection, Remove Disease
4th Level: Divine Wrath, Remove Curse
5th Level: Blink Charge, Breath of Life
6th Level: Righteous Might


Agathions are born from petitioners who achieved enlightenment in life or after death and received Nirvana's blessing. A guloval is small in stature but fierce, appearing as an anthropomorphic wolverine with gray and black fur, a white strip down the snout, and fearsome digging claws that can be easily used as weapons.

A guloval's core value is aggressive protection, and as such, they are one of the most militant of the normally peaceful agathions. A guloval attacks with a frightening ferocity to protect others, and they particularly seek out roles as guardians of children or the elderly. Despite this compulsion to protect those who may not be able to defend themselves, gulovals are also known for grumpy temperaments and impatience with social niceties. Most prefer to live as hermits when they're not assisting someone in need.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Agathion

This family of animal-featured celestials is native to the plane of Nirvana. Most agathions are neutral good, have darkvision, and have a weakness to evil damage.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.