🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

ProcyalCreature 8


MediumAgathionCelestialHoly
Source Pathfinder Monster Core 2
Perception +18 (darkvision)
Languages Common, Diabolic, Draconic, Empyrean, Halfling, Speak With Animals, Truespeech
Skills Lore +15, Acrobatics +14, Deception +18, Diplomacy +16, Medicine +16, Nature +16, Religion +16, Society +17, Stealth +16, Survival +16, Thievery +14
Str +4, Dex +4, Con +6, Int +5, Wis +6, Cha +4

AC 26; Fort +16; Reflex +14; Will +18;
HP 170
Speed 25 feet
Weaknesses Unholy 10

Claw One Action +18 (+14, +10) to hit (agile, holy, magical, unarmed) 2d8+10 Slashing
Shortsword One Action +19 (+15, +11) to hit (agile, finesse, holy, magical, versatile s) 2d6+10 Piercing

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.

Change Shape One Action (concentrate, divine, polymorph)

The procyal can transform only into a specifc individual Small or Medium humanoid that they've met at least once. They can't transform into a generic member of a given ancestry.


The monster changes its shape indefinitely. It can use this action again to return to its natural shape or adopt a new shape. Unless otherwise noted, a monster cannot use Change Shape to appear as a specific individual. Using Change Shape counts as creating a disguise for the Impersonate use of Deception. The monster's transformation automatically defeats Perception DCs to determine whether the creature is a member of the ancestry or creature type into which it transformed, and it gains a +4 status bonus to its Deception DC to prevent others from seeing through its disguise. Change Shape abilities specify what shapes the monster can adopt. The monster doesn't gain any special abilities of the new shape, only its physical form. For example, in each shape, it replaces its normal Speeds and Strikes, and might potentially change its senses or size. Any changes are listed in its stat block.

Raccoon's Whimsy

Procyals' core value is whimsy, though unlike for chaotic tricksters, procyals' playful actions have a pattern and their pranks always come with a valuable lesson, even if it takes a long time to decipher the meaning. Receiving and growing from such a lesson requires at least 10 minutes of interaction with the Procyal but can take much longer. A character who learns from the procyal's lesson gains the benefits of the Aid reaction from the procyal once during the next month. Afterwards, they become immune to this effect from all procyals.


Divine Innate Spells (DC 26, +18 to hit)

1st Level: Charm
2nd Level: Calm, Dispel Magic, Illusory Creature, Invisibility, Speak with Animals (Constant)
3rd Level: Heroism
4th Level: Suggestion (At Will), Translocate
5th Level: Truespeech (Constant)

Champion Focus Spells (DC 26, +18 to hit)

1st Level: Lay on Hands


As the most whimsical and playful of the agathions, procyals are the most likely to be encountered in the Universe, teaching deep philosophical lessons and delivering wisdom through pranks and impersonations. Mischievous and playful, these raccoon-headed humanoids love to socialize with mortals and learn about their societies. Unlike their mortal counterparts, procyals' fur starts off dark russet in color, giving way to gray and white fecks on their muzzles as they grow older. Only procyal leaders boast the stark gray and black coloration of a true raccoon. Those who recognize procyals' age and wisdom treat these creatures with great respect.

Whatever their natural appearance, procyals make excellent shapeshifters and can assume the form of any humanoid that they've encountered. They use this ability for only the greater good of that humanoid or their community, often appearing as someone's trusted mentor to deliver an important message in a more laid-back fashion than talking to a magical celestial raccoon. They're not above playing the occasional harmless prank on the person whose form they've assumed, especially when they can use it to teach a valuable lesson. Raccoon agathions prefer to use a blade if forced into combat, but they're prepared to use their claws and fght dirty if necessary.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

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.