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VulpinalCreature 6


SmallAgathionCelestialHoly
Source Pathfinder Monster Core 2
Perception +15 (darkvision)
Languages Common, Diabolic, Draconic, Empyrean, Speak With Animals, Tongues
Skills Lore +15, Acrobatics +12, Arcana +15, Deception +14, Medicine +11, Performance +16, Religion +13, Society +13, Stealth +12
Str +2, Dex +4, Con +4, Int +5, Wis +3, Cha +6

AC 23; Fort +12; Reflex +14; Will +15;
HP 105
Speed 30 feet
Weaknesses Unholy 5

Jaws One Action +15 (+10, +5) to hit (finesse, holy, magical, unarmed) 2d10+4 Piercing
Claw One Action +15 (+11, +7) to hit (agile, finesse, holy, magical, unarmed) 2d6+4 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.

Fox's Wile

A vulpinal's core value is cleverness. They can apply their knowledge and stories from their extensive travels to just about any situation in an instant. Before spending any other action on their turn, the vulpinal can Recall Knowledge as a free action.


Divine Innate Spells (DC 24, +16 to hit)

2nd Level: Calm, Cleanse Affliction, Invisibility (at will, self only), Speak with Animals (Constant)
4th Level: Divine Wrath, Translocate
5th Level: Truespeech (Constant)

Champion Focus Spells (DC 24, +16 to hit)

1st Level: Lay on Hands


Vulpinals serve as the cunning, clever musicians and minstrels of the agathions. Incredibly far-ranging, these foxlike humanoids love traveling to both learn and teach all the songs, dances, myths, and traditions they can fnd. Though they prefer traveling alone, vulpinals are extremely gregarious toward those they meet on their journeys. They enjoy participating in the festivities of cultures they encounter, and they're known to form small traveling groups of like-minded individuals if they believe that their shared expertise can prove benefcial.


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.