Archons are celestials from the plane of Celestia. They have charged themselves with the protection of the plane, and also consider themselves guardians of all who are innocent or free of evil. They are the natural enemies of fiends (creatures of the lower planes), particularly demons.
Contents
Archons speak Celestial and Infernal, but can speak with almost any creature because of their tongues ability.
Combat
Archons never attack without provocation (though their overwhelming lawful goodness often makes them easily provoked). They avoid harming other good creatures if they can, using non-damaging spells or weapon attacks that deal nonlethal damage if possible. An angry archon can be vengeance itself, however, no matter what the foe’s alignment is.
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).
Archons
Ecology
Environment Seven Mounting Heavens of Celestia
Special Abilities
Aura of Menace (Su)
A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a −2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
Magic Circle Against Evil (Sp)
A magic circle against evil effect always surrounds an archon. (The defensive benefits from the circle are not included in an archon’s statistics block.)
Teleport (Su)
Archons can use dimension jump at will, as the spell.
Tongues (Su)
All archons can speak with any creature that has a language, as though using a tongues spell. This ability is always active.
Lantern archon
A ball of glowing light floats toward you.
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.
Lantern archons are very friendly and usually eager to give what assistance they can. However, their bodies are just incorporeal globes, and they cannot render material aid. Lantern archons speak in soft, musical voices.
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.
Lantern archon
Small outsider (extraplanar, good, incorporeal, lawful)
Init +4; Senses darkvision, low-light vision; Perception +4
Aura aura of menace (20 ft., DC 13), magic circle against evil (10 ft.)
Defense
AC 12, touch 12, flat-footed 12 (+1 size, +1 deflection); +2 deflection vs. evil
hp 9 (2d8)
DR 10/evil
Fort +0, Ref +3, Will +3; +2 resistance vs. evil
Immune electricity
Offense
Speed fly 60 ft. (perfect)
Ranged 2 light rays +3 ranged touch (1d6)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
- At will—aid, continual flame, detect evil, dimension jump
Statistics
Str —, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Base Atk +2; CMB +2; CMD 12
Feats Improved Initiative
Skills Diplomacy +4, Fly +14, Perception +4, Sense Motive +4
Languages Celestial, Infernal; tongues
Morale indomitable (+6)
Ecology
Organization solitary, pair, or squad (1d4+2)
Special Abilities
Light Rays (Ex)
A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
Hound archon
A powerfully built humanoid with the head of a dog appears both serene and ready for action, with a greatsword strapped across its broad back and an expression that indicates intelligence and protectiveness.
Hound archons look like well-muscled humans with canine heads. They seek to defend the innocent and the helpless against evil.
Their broad shoulders and meaty fists mark hound archons as able combatants. Likewise, their strong legs indicate that fleeing enemies won’t get very far.
Combat
Hound archons always fight with a will. They 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.
Hound archon
Medium outsider (extraplanar, good, lawful)
Init +4; Senses darkvision, detect evil, low-light vision, scent; Perception +7
Aura aura of menace (20 ft., DC 16), magic circle against evil (10 ft.)
Defense
AC 19, touch 10, flat-footed 19 (+9 natural); +2 deflection vs. evil
hp 33 (6d8+6)
DR 10/evil
Fort +6, Ref +4, Will +6; +4 vs. poison, +2 resistance vs. evil
SR 16
Immune electricity, petrification
Offense
Speed 40 ft.
Melee bite +8 (1d8+3), slam +8 (1d4+1)
Melee greatsword +9/+4 (2d6+3/19–20), bite +3 (1d8+2)
Space 5 ft.; Reach 5 ft.
Spell-Like Abilities
- Constant—detect evil
- At will—aid, continual flame, dimension jump, message
Statistics
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8; CMD 18
Feats Improved Initiative, Lightning Reflexes, Power Attack
Skills Acrobatics +6, Intimidate +7, Perception +7, Sense Motive +7, Stealth +6 (+10 in canine form), Survival +7 (+11 in canine form)
Languages Celestial, Infernal; tongues
Morale indomitable (+6)
Special Qualities change shape
Ecology
Organization solitary, pair, or squad (1d3+2)
Equipment masterwork greatsword
Special Abilities
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 Stealth and Survival checks.