Archon


Archons are celestials from a lawful good-aligned plane.

Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

Combat

Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and-run tactics or standing off and engaging a foe with magic before moving into melee).

Archon Traits
An archon possesses the following traits (unless otherwise noted in a creature’s entry).

Hound Archon

Hound archons look like well-muscled humans with canine heads.

Combat

Hound archons prefer to attack with their natural weapons but occasionally use greatswords.
A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities
At will—aid, continual flame, detect evil, message. Caster level 6th.

Aura of Menace (Su)
Will DC 16 negates.

Change Shape (Su)
A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Skills
*While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.


Lantern Archon

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Combat

A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Aura of Menace (Su)
Will DC 12 negates.

Light Ray (Ex)
A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities
At will—aid, detect evil, continual flame. Caster level 3rd.


Owl Archon

Owl Archons appear in the Book of Exalted Deeds. Because the BoED is not OGL content, they are not reproduced here.

Hound Archon Lantern Archon Owl Archon
Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful) Small Outsider (Archon, Extraplanar, Good, Lawful) -
Hit Dice: 6d8+6 (33 hp) 1d8 (4 hp) -
Initiative: +4 +4 -
Speed: 40 ft. Fly 60 ft. (perfect) -
Armor Class: 19 (+9 natural), touch 10, flat-footed 19 15 (+1 size, +4 natural), touch 11, flat-footed 15 -
Base Attack/Grapple: +6/+8 +1/-8 -
Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19-20) Light ray +2 ranged touch (1d6) -
Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19-20) and bite +3 melee (1d8+1) 2 light rays +2 ranged touch (1d6) -
Space/Reach: 5 ft./5 ft. 5 ft./5 ft. -
Special Attacks: Spell-like abilities Spell-like abilities -
Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues -
Saves: Fort +6 (+10 against poison), Ref +5, Will +6 Fort +2 (+6 against poison), Ref +2, Will +2 -
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 -
Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks) Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4 -
Feats: Improved Initiative, Power Attack, Track Improved Initiative -
Environment: - - -
Organization: Solitary, pair, or squad (3-5) Solitary, pair, or squad (3-5) -
Challenge Rating: 4 2 -
Treasure: No coins; double goods; standard items None -
Alignment: Always lawful good Always lawful good -
Advancement: 7-9 HD (Medium); 10-18 HD (Large) 2-4 HD (Small) -
Level Adjustment: +5 - -


Sword Archon

Sword Archons appear in the Book of Exalted Deeds. Because the BoED is not OGL content, they are not reproduced here.

Throne Archon

Throne Archons appear in the Book of Exalted Deeds. Because the BoED is not OGL content, they are not reproduced here.

Trumpet Archon

Each Trumpet Archon carries a gleaming silver trumpet about 6 feet long.

Combat

A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.

A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities
At will—detect evil, continual flame, message. Caster level 12th.

Aura of Menace (Su)
Will DC 21 negates.

Spells
Trumpet archons can cast divine spells as 14th-level clerics. A trumpet archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; DC 13 + spell level)

0—detect magic, light, purify food and drink, read magic, resistance (2); 1st—bless (2), divine favor (2), protection from chaos*, sanctuary, shield of faith; 2nd—aid*, bull’s strength (2), consecrate, lesser restoration, owl’s wisdom (2); 3rd—daylight, invisibility purge, magic circle against chaos*, magic vestment, protection from energy (2); 4th— dismissal, divine power, holy smite*, neutralize poison, spell immunity; 5th—dispel evil*, mass cure light wounds, plane shift, raise dead; 6th— blade barrier*, banishment, heal, undeath to death; 7th—dictum*, holy word, mass cure serious wounds.

*Domain spell. Domains: Good and Law.

Trumpet (Su)
An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.

If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.

Sword Archon Throne Archon Trumpet Archon
Size/Type: - - Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: - - 12d8+72 (126 hp)
Initiative: - - +7
Speed: - - 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: - - 27 (+3 Dex, +14 natural), touch 13, flat-footed 24
Base Attack/Grapple: - - +12/+17
Attack: - - +4 greatsword +21 melee (2d6+11/19-20)
Full Attack: - - +4 greatsword +21/+16/+11 melee (2d6+11/19-20)
Space/Reach: - - 5 ft./5 ft.
Special Attacks: - - Spell-like abilities, spells, trumpet
Special Qualities: - - Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues
Saves: - - Fort +14 (+18 against poison), Ref +11, Will +11
Abilities: - - Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16
Skills: - - Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)
Feats: - - Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack
Environment: - - -
Organization: - - Solitary, pair, or squad (3-5)
Challenge Rating: - - 14
Treasure: - - No coins; double goods; standard items
Alignment: - - Always lawful good
Advancement: - - 13-18 HD (Medium); 19-36 HD (Large)
Level Adjustment: - - +8

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