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.
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).
-
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.
-Immunity to electricity and petrification.
- +4 racial bonus on saves against
poison.
-
Tongues (Su): All archons can speak with any creature that has a language, as though using a
tongues spell (
caster level 14th). This ability is always active.
|
Small Outsider (Archon, Extraplanar, Good, Lawful) |
Hit Dice :
|
1d8 (4 hp) |
Initiative :
|
+4 |
Speed :
|
Fly 60 ft. (perfect) (12 squares) |
Armor Class :
|
15 (+1 size, +4 natural), touch 11, flat-footed 15 |
Base Attack/Grapple :
|
+1/-8 |
Attack :
|
Light ray +2 ranged touch (1d6) |
Full Attack :
|
2 light rays +2 ranged touch (1d6) |
Space/Reach :
|
5 ft./5 ft. |
Special Attacks :
|
Spell-like abilities
|
Special Qualities :
|
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 +2 (+6 against poison), Ref +2, Will +2 |
Abilities :
|
Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 |
Skills :
|
Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4 |
Feats :
|
Improved Initiative
|
Environment :
|
A lawful good-aligned plane |
Organization :
|
Solitary, pair, or squad (3-5) |
Challenge Rating :
|
2 |
Treasure :
|
None |
Alignment :
|
Always lawful good |
Advancement :
|
2-4 HD (Small) |
Level Adjustment:
|
- |
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.
|
Hound Archon
|
Hound Archon Hero, 11th-Level Paladin
|
|
Medium Outsider (Archon, Extraplanar, Good, Lawful) |
Medium Outsider (Archon, Extraplanar, Good, Lawful) |
Hit Dice:
|
6d8+6 (33 hp) |
6d8+18 plus 11d10+33 (143 hp) |
Initiative:
|
+4 |
+4 |
Speed:
|
40 ft. (8 squares) |
30 ft. in full plate armor (6 squares); base speed 40 ft. |
Armor Class:
|
19 (+9 natural), touch 10, flat-footed 19 |
30 (+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30 |
Base Attack/Grapple:
|
+6/+8 |
+17/+22 |
Attack:
|
Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19-20) |
+2 cold iron greatsword +25 melee (2d6+9/19-20) or bite +22 melee (1d8+5) |
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 cold iron greatsword +25/+20/+15/+10 melee (2d6+9/19-20) and bite +17 melee (1d8+2); or bite +22 melee (1d8+5) and slam +17 melee (1d4+2) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
|
Spell-like abilities
|
Smite evil, spells, spell-like abilities, turn undead 6/day |
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, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, paladin abilities, scent, spell resistance 27, teleport, tongues |
Saves:
|
Fort +6 (+10 against poison), Ref +5, Will +6 |
Fort +18 (+22 against poison), Ref +11, Will +13 |
Abilities:
|
Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 |
Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16 |
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 +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, Survival +2* |
Feats:
|
Improved Initiative, Power Attack, Track |
Improved Initiative, Leadership, Mounted Combat, Ride-By Attack, Track, Weapon Focus (greatsword) |
Environment
|
A lawful good-aligned plane |
A lawful good-aligned plane |
Organization:
|
Solitary, pair, or squad (3-5) |
Solitary or with juvenile bronze dragon |
Challenge Rating:
|
4 |
16 |
Treasure:
|
No coins; double goods; standard items |
Standard |
Alignment:
|
Always lawful good |
Always lawful good |
Advancement:
|
7-9 HD (Medium); 10-18 HD (Large) |
By character class |
Level Adjustment:
|
+5 |
+5 |
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.
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.
Hound archon heroes have over time developed a love for their weapons. They prefer to use their
holy greatswords over their bite and slam attacks.
Smite Evil (Su): Three times per day a
hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of
damage against an evil foe.
Change Shape (Su): A
hound archon hero 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.
Paladin Abilities: Aura of courage, aura of good,
detect evil, divine grace, divine health, lay on hands (33 points/day),
remove disease 2/week, special
mount (juvenile bronze dragon).
Possessions: +3 full plate armor, +2 cold iron greatsword.
In the course of their adventures, many
hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between
paladin and
mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon
mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to
speed in all its
movement forms. The dragon cannot, however,
command other creatures of its type as other kinds of
paladin mounts can.
HOUND ARCHONS AS CHARACTERS
Hound archon characters possess the following racial traits.
- +4 Strength, +2 Constitution, +2 Wisdom, +2 Charisma.
-Medium size.
-Racial Feats: A
hound archon's outsider levels give it three feats.
- +9 natural armor bonus.
-Natural Weapons: Bite (1d8) and slam (1d4).
-Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal.
-Level adjustment +5.
|
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:
|
A lawful good-aligned plane |
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 |
Each
Trumpet Archon carries a gleaming silver trumpet about 6 feet long.
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.
Aura of Menace (Su): Will DC 21 negates.
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.
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