Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

CassisianCreature 1

Source Pathfinder Bestiary
Perception +6 (darkvision)
Languages Celestial, Common, Draconic, Infernal
Skills Acrobatics +6, Diplomacy +6, Religion +6, Stealth +6
Str -1, Dex +1, Con +2, Int -1, Wis +1, Cha +1

AC 18 +1 status vs. evil creatures; Fort +7; Reflex +6; Will +4; +1 status to all saves vs. evil creatures
HP 20
Speed 0 feet (fly 40 feet)
Weaknesses Evil 3
Resistances Cold 3, Fire 3

Headbutt One Action +6 (+2, -2) to hit (agile, finesse, good, magical) 1d6-1 Bludgeoning + 1d4 Good


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

+1 Status to All Saves and AC vs. Evil CreaturesTransfer Protection

A non-evil creature can wear a willing cassisian as a helmet. While it does, the cassisian can take no actions, but the cassisian extends its +1 status bonus to AC and saves against evil creatures to its wearer. At any time, the cassisian can detach itself from its wearer as an action.

Effect: Transfer Protection

Change Shape One Action (concentrate, divine, polymorph, transmutation)

A cassisian can take the appearance of a dove, a winged humanoid, a dog, or a fish. Normally, this doesn't change its Speed or the attack and damage bonuses for its Strikes, but it might change the damage type Strikes deal (typically to bludgeoning). Any further changes for specific forms are noted below.

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.

Eye Beams Two Actions (concentrate, divine, evocation)

The cassisian releases beams of heat or cold from its eyes, dealing 2d6 cold damage or 2d6 fire damage (DC 17 basic reflex save) to all creatures in a 15-foot line.

It can't use Eye Beams again for 1d4 rounds.

Repository of Lore

While the cassisian isn't particularly intelligent, it has perfect memory and can remember everything it sees or hears. This allows it to attempt Lore checks on any topic, provided (at the GM's discretion) the cassisian has encountered the topic in question before. The cassisian's limited intellect often prevents it from acting upon its knowledge, making it a better resource than agent in matters of information use.

Divine Innate Spells (DC 16, +8 to hit)

Cantrips (1st Level): Know Direction, Light
1st Level: Detect Alignment (At Will) (Evil Only), Heal
4th Level: Read Omens

The weakest of angels, cassisians usually serve as lackey messengers for more powerful angels or as spiritual guides for mortals. Despite their limited intellect, cassisians have a knack for precise recollection, particularly with scripture. Most cassisians are formed from the souls of trustworthy mortals, but some arise from fragments of greater angels destroyed in service to the celestial realms.

The celestial hosts of angels are messengers and warriors, divided into choirs based on their abilities and purviews. The majority of angels are neutral good and live in Nirvana, the plane of virtue and enlightenment. However, some angels, including several angelic deities, have different alignments, and some even dwell on other planes. Regardless of alignment, angels remain benevolent messengers possessed with magical auras to aid their allies.



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.