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Engerra (Firefly Agathion)

Born of those who sacrificed their lives for something greater than themselves, engerras resemble swarms of glowing fireflies and are sometimes mistaken for will-o'-wisps or simple tricks of the light. They are most often encountered in the tombs of legendary heroes but might linger anywhere such a hero has drawn their final breath.

Engerras believe that tales of worthy sacrifice hold great power. They gather the memories of those who died in service of a noble cause and then share those memories with mortals who might be inspired or cheered by them. An engerra's trademark glow is a sign of both sorrow and hope, for it simultaneously associates the death of a great hero with the determination to honor that hero's legacy.

Recall Knowledge - Celestial (Religion): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

EngerraCreature 9

Uncommon Tiny Agathion Celestial Holy 
Source Claws of the Tyrant pg. 114
Perception +20; darkvision
Languages Common, Diabolic, Empyrean; truespeech
Skills Arcana +16, Diplomacy +16, Performance +18, Religion +17, Society +20
Str +3, Dex +4, Con +3, Int +6, Wis +4, Cha +5
Firefly's Remembrance Engerras embody the ethos of honoring the dead. When the engerra Recalls Knowledge about a creature whose final words it has heard spoken aloud, it uses the outcome one degree of success better than the result of its roll.

AC 27; Fort +16, Ref +18, Will +20; +1 status bonus to all saves vs. magic
HP 152; Weaknesses unholy 10
Speed 25 feet, fly 30 feet
Melee [one-action] swarming bite +19 [+15/+11] (agile, finesse), Damage 3d6+10 piercingDivine Innate Spells DC 26, attack +18; 5th invoke spirits; 3rd crisis of faith, holy light; 1st enfeeble, infuse vitality; Cantrips (4th) light, stabilize; Constant (5th) truespeech
Disperse [two-actions] (move) The engerra Strides or Flies. This movement doesn't trigger reactions. During the movement, the engerra can move through occupied spaces and tiny cracks, and it ignores difficult terrain and greater difficult terrain. It then coalesces back into its normal form.Dying Breath [two-actions] (divine, emotion, fear, mental) The engerra draws the air from around breathing creatures in a 40-foot emanation, giving them the feeling of drawing their last breath. Enemies in the area must attempt a DC 26 Will save. If at least one creature fails the save, the engerra can gift the stolen breath to a willing creature within 40 feet, granting that creature 2d6 temporary Hit Points that last for 1 minute.
Success The creature is unaffected.
Failure The creature takes 2d6+7 mental damage and is frightened 1.
Critical Failure The creature takes 3d6+10 mental damage, is frightened 2, and becomes fatigued for 1 minute.
Final Words of Doom [two-actions] (auditory, divine, emotion, linguistic, mental) The engerra whispers words of doom to an enemy within 40 feet. The creature must attempt a DC 26 Will save.
Critical Success As success, and the creature is temporarily immune for 1 minute.
Success The creature is unaffected.
Failure The creature takes 3d8+13 mental damage and is doomed 1 for 1 minute.
Critical Failure The creature takes 4d8+18 mental damage and is doomed 2 for 1 minute.
Final Words of Wisdom (auditory, divine, emotion, linguistic, mental) The engerra finds words to bolster a creature's spirits. The engerra spends 10 minutes speaking with a willing creature. If that creature has the fatigued condition, it's no longer fatigued. The creature can't benefit from any engerra's Final Words of Wisdom again for 1 year.

Sidebar - Locations Graveyard Guardians

Engerras are protective of those whose memories they gather, using their stories as a weapon against anyone who would disturb their charge's final resting place. While they're most often found guarding tombs, graveyards, and other burial places, some engerras prefer to linger near the actual death sites of their charges and thus might be encountered on an ancient battlefield, in an abandoned keep, or anywhere a great hero has fallen. Depending on one's point of view, individual engerras might honor heroes whose lives weren't decidedly honorable, particularly if their charges repented for their villainous actions only moments before they died

All Monsters in "Agathion"

NameLevel
Draconal (Dragon Agathion)20
Engerra (Firefly Agathion)9
Agathion, Guloval12
Procyal (Raccoon Agathion)8
Silvanshee (Cat Agathion)1
Vulpinal (Fox Agathion)6

Agathion

Source Bestiary 3 pg. 10
These celestial outsiders hail from Nirvana, the plane of purest good. Agathions are born from the souls of mortals who attained the enlightenment they sought in life, sometimes even after death. Because they all start out as mortals who were rewarded for their determination, self-awareness, and purity of heart, agathions are more likely than other celestials to intervene in working nonviolently against the spread of evil on the material plane. Agathions have served as moderators between the chaotic azatas and lawful archons, so they know how vital communication with mortals can be to bridge differences and ensure that evil doesn't win out.

All agathions possess animal-like aspects, some appear more anthropomorphic, while others spend most of their time in forms nearly indistinguishable from true animals. Still others prefer to shapeshift as they see fit, or present as humanoid when in the company of humanoid mortals.

Each type of agathion serves a specific role in Nirvana. Their duties and forms generally reflect the core values they cultivated in life that led them to their enlightenment. Since agathions receive their animal forms as rewards for their mortal lives, they take great insult with insinuations that they're merely magical talking beasts or—even worse—that their forms are a curse or punishment.