Agathion, Rhampholeal (CR 8/MR 3)

This diminutive chameleon lizard wears a light, loose tunic and has numerous knives strapped to its limbs.

Agathion, Rhampholeal (CR 8/MR 3)
XP 4,800
NG Small outsider (agathion, extraplanar, good, mythic)
Init +6; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +14

Defense

AC 25, touch 17, flat-footed 19 (+6 Dex, +8 natural, +1 size)
hp 96 (7d10+58)
Fort +6, Ref +11, Will +6; +4 vs. poison
Defensive Abilities all-around vision, mirror dodgeMA, titan’s baneMA, DR 5/epic and evil or silver; Immune electricity, petrification; Resist cold 10, sonic 10; SR 21

Offense

Speed 30 ft., climb 30 ft.
Melee +1 demon-bane dagger +15/+10 (1d3+6/19–20 plus poison);
demon-bane bite +12 (1d6+6 plus poison) or demon-bane tongue +12/+7 touch (grab plus poison))
Ranged +1 demon-bane dagger +15/+10 (1d3+3/19–20 plus poison)
Space 5 ft.; Reach 5 ft. (10 ft. with tongue)
Special Attacks bardic performance 17 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +2, suggestion [DC 16]), demon-baneMA, grab (Medium), poison, pull (tongue, 5 ft.), sneak attack +3d6, tongue

Spell-Like Abilities (CL 7th; concentration +10)
Constant—protection from evil, see invisibility, speak with animals At will—dancing lights, magic weapon, prestidigitation
3/day—blur (self only), charm person (DC 14), dimension door (self plus 50 lbs. of objects only), dispel magic, hold person (DC 15), invisibility (self only), minor image (DC 15), seek thoughtsAPG (one touched target; DC 16), silence (DC 15), true strike

Statistics

Str 15, Dex 23, Con 18, Int 15, Wis 12, Cha 16
Base Atk +7; CMB +8 (+12 grapple); CMD 24
Feats AntagonizeMF, Multiattack, Weapon FinesseMF, Weapon Focus (bite)
Skills Acrobatics +10, Climb +10, Diplomacy +13, Intimidate +13, Knowledge (geography) +9, Knowledge (planes) +12, Perception +15, Perform (oratory) +12, Sense Motive +11, Stealth +24 (+32 when still); Racial Modifiers +4 Perception, +4 Stealth (+12 when still)
Languages Celestial, Draconic, Infernal; speak with animals; truespeech
SQ lay on hands (3d6, 6/day, as a 7th-level paladin), mindworm tongue, supreme stealthMA

Ecology

Environment temperate and warm desert, forest, or urban (extraplanar)
Organization solitary, pair, or squad (3–6)
Treasure standard (4 mwk daggers, other treasure)

Special Abilities

Demon-Bane (Ex) Against demons and creatures native to the Abyss, a rhampholeal’s natural and manufactured weapons gain the bane weapon special ability. The weapons’ enhancement bonuses are +2 better than their actual bonuses and they deal an extra 2d6 points of damage against these foes.

Mindworm Tongue (Su) A rhampholeal gains a +2 bonus on its spell-like ability DCs against any creature it is grappling with its tongue.

Mirror Dodge (Su) This functions as the trickster path ability, as described in Pathfinder Roleplaying Game Mythic Adventures.

Poison (Ex) A rhampholeal’s poison glands are in its mouth, and constantly apply poison to its bite and tongue attack. When preparing for combat, it can apply this poison to a dagger as a swift move or action. Rhampholeal poison: Bite, tongue, or weapon— contact or injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 2 consecutive saves.

Supreme Stealth (Ex) Creatures cannot detect a rhampholeal using scent and must make normal Perception checks to do so. In addition, a rhampholeal can expend one use of its mythic power as a swift action to make itself undetectable to blindsight (including blindsense) or tremorsense for 3 minutes.

Titan’s Bane (Ex) This functions as the trickster path ability, as described in Pathfinder Roleplaying Game Mythic Adventures.

Tongue (Ex) A rhampholeal can grab a foe with its tongue and draw the victim to its mouth. This tongue attack has a reach of 10 feet. The attack does no damage, but allows the creature to grab. A rhampholeal does not gain the grappled condition while using its tongue in this manner.


A rhampholeal is a chameleon-like celestial who acts as a scout on behalf of celestial patrols, and hunts or assassinates demons on its own time. They usually patrol remote desert and forest areas in search of their hated foes, always on the lookout for the Abyss trying to get a foothold on other planes. With a hunched posture and wearing only a simple clothing, a rhampholeal might be mistaken for a small troglodyte or lizardfolk, but its high-quality daggers and habit of rotating its eyes in different directions indicate it is something far more intelligent. The original rhampholeals were born of the souls of the most passionate and goodly mortal bards, but long ago their nature changed, and now they only arise from the souls of good mortals who actively hunt evil.

Long ago, the rhampholeals were the most beloved entertainers of the celestial courts, traveling the good planes to perform before the archangels, empyreal lords, the nobles of the agathions. They were ladies and fellows of infinite jest and excellent fancy, creating memorable turns of phrase, amazing feats of acrobatics, unforgettable dramatic performances, and moving soliloquies and sonnets. They made the best toasts at weddings and feasts, used their honeyed words to smooth over disagreements, and inspired the guardians of the heavens to stand strong against the forces of evil. In their role as the providers of joy and merriment, they were sheltered and protected from the horrors of the war against the fiends.

That changed when a large force of demons infiltrated and attacked a meeting between the celestials and axiomites to discuss a foray against the Abyss. The fiends killed hundreds and tortured a hundred more, forcing the survivors to watch every act of pain and humiliation. When a force of planetars dispersed the demons and freed the victims, the once-joyous rhampholeals had suffered great physical and psychological damage, and the greatest healing magic was not enough to help them. For nine years, the survivors cloistered themselves within Nirvana, and when they emerged, they performed for their own kind a cautionary tale of depravity and horror.

Until that point, the other rhampholeals had only heard stories of the kinds of evil demons were capable of, but the masterful empathic play by their own scarred kindred made the experience vividly real. They turned to the greatest of their kind—the heralds known as the Five and Three—and asked for their soulflesh to be retuned so that they might scrutinize and confront evil. The heralds wept multicolored tears of sorrow, but agreed, and transformed the entire host.

No longer would the rhampholeals use their magic and color-changing to lift hearts and make friends. They became Nirvana’s scouts, spies, and assassins, hiding in plain sight, stealing secrets from enemy minds, and slicing demonic flesh with tiny deadly cuts. Small and seemingly inoffensive, they can blend with shadows, smoke, or foliage, strike fear into the hearts of the brave, and inspire others to strike true.

Habitat and Society
Rhampholeals are comfortable alone, among their own kind, or working with other good beings. Although their grim role as Nirvana’s assassins gives them a reputation as taciturn and serious, when not on a mission they are remarkably chatty, almost aggressively loquatious, as if deep down they wish to remember the garrulous entertainers many of them used to be, and the only way to channel that energy outside of combat is to be verbose and vicarious.

An excited rhampholeal might describe a particular successful mission with great animation and a staccato monologue of its thoughts, changing color and using illusion to augment its story, or wax poetic about its mortal life or a friend it knew centuries before, but it only uses this kind of speech in small groups and of people it trusts. If expecting to face off against a known opponent, it would rehearse an intimidating speech to be said to its incapacitated or terrified foe before it struck a killing blow. It has memorized dozens of possible statements to use to challenge enemies, encourage allies, or spend as its last words. Despite its vengeful focus as a sneak and killer, a rhampholeal is still a theatrical creature at heart, and it enjoys presenting itself as the creeping thing in the dark that evil itself is afraid to confront—the Abyss’s phantom, bogeyman, and demon to demons.

Ecology
A rhampholeal is a physical incarnation of a heroic mortal soul, and is sustained by air rather than food and water. Although they can eat and drink, and were once known for their appreciation of fine cuisine and spirits, now they avoid these practices except to be minimally polite.

Like all agathions, a rhampholeal has a gender, but it does not reproduce among its own kind—new rhampholeals appear when the right sort of mortal soul reaches Nirvana. It can change its skin color at will like a chameleon, and normally uses this to signal its mood; a rhampholeal’s friends learn to recognize specific colors and patterns much as they’d read a human ally’s flashing eyes, flushed cheeks, or creased brow. It has perfect control over these changes and never risks revealing betraying its feelings when it does not want others to know. A slain rhampholeal usually takes on bright colors that contrast with its surroundings, its performer’s soul taking one last opportunity to present a bit of artistry before it is annihilated.

See the Legal & OGL page. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.