Pathfinder Reference Document
Pathfinder Reference Document

Archon, Shield

This armored giant is sheathed in metal from head to toe. One arm ends in a spear-like blade, the other in a massive shield.

Shield Archon CR 10

XP 9,600

LG Large outsider (archon, extraplanar, good, lawful)

Init +5; Senses darkvision 60 ft., low-light vision; Perception +15

Aura aura of menace (DC 18), magic circle against evil

Defense

AC 29, touch 10, flat-footed 28 (+9 armor, +1 Dex, +4 natural, +6 shield, –1 size) (+2 deflection vs. evil)

hp 112 (9d10+63)

Fort +13, Ref +7, Will +8; +4 vs. poison

DR 10/evil; Immune electricity, petrification; SR 21

Offense

Speed 40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor

Melee +3 shortspear +16/+11 (1d8+10)

Space 10 ft.; Reach 10 ft.

Special Attacks transpose ally

Spell-Like Abilities (CL 9th; concentration +11)

Constant—magic circle against evil

At will—aid, greater teleport (self plus 50 lbs. of objects only), message

1/day—disrupting weapon, divine power, shield other

Statistics

Str 20, Dex 13, Con 25, Int 14, Wis 16, Cha 15

Base Atk +9; CMB +15; CMD 26 (30 vs. bull rush and trip)

Feats Combat Reflexes, Improved Initiative, Iron Will, Shield Focus, Stand Still, Weapon Specialization (shortspear)B

Skills Diplomacy +14, Fly +0, Intimidate +14, Knowledge (religion) +14, Perception +15, Sense Motive +15, Stealth -6, Survival +15

Languages Celestial, Draconic, Infernal; truespeech

SQ spear and shield, stability

Ecology

Environment any (Heaven)

Organization solitary, pair, or squad (3–5)

Treasure standard (full plate, other treasure)

Special Abilities

Spear and Shield (Su) At will as a free action, a shield archon can transform his hands into a +1 tower shield and a +3 shortspear, or either individually, or back to hands again. He cannot transform both hands into shields or both into shortspears. A shield archon never takes the typical –2 penalty on attack rolls while wielding a tower shield. A shield archon's weapons cannot be disarmed, but they can be sundered. If a shield archon loses his spear or shield, he can manifest a new one as a full-round action. When a shield archon is slain, these two items fade away—they cannot be looted or wielded by any other creature.

Stability (Ex) Shield archons receive a +4 racial bonus to CMD when resisting a bull rush or trip attempt.

Transpose Ally (Su) Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious) ally and immediately teleport that ally to the archon's previous position, in effect switching places with the ally. The archon must have line of effect to the target.

Shield archons are the mighty rocks of celestial armies, withstanding waves of demons and devils without complaint. Though more than capable of tearing apart lesser demons and devils, their true strength lies in their ability to shrug off deadly attacks from superior opponents, giving their offense-oriented allies time to flank and overwhelm their mutual foes. Shield archons are 9 feet tall and weigh 800 pounds.

Archon, Star

This powerful humanoid floats in the air on a nimbus of pearly light. He grips a golden starknife in one hand.

Star Archon CR 19

XP 204,800

LG Large outsider (archon, extraplanar, good, lawful)

Init +8; Senses darkvision 60 ft., low-light vision, detect evil, true seeing; Perception +29

Aura aura of courage, aura of menace (DC 27), magic circle against evil

Defense

AC 34, touch 11, flat-footed 32 (+9 armor, +1 Dex, +1 dodge, +12 natural, +2 shield, –1 size) (+2 deflection vs. evil)

hp 294 (19d10+190); regeneration 10 (evil weapons and effects)

Fort +21, Ref +17, Will +15; +4 vs. poison

Defensive Abilities explosive rebirth; DR 10/evil; Immune electricity, fire, charm, compulsion, fear, petrification; SR 30

Offense

Speed 40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor

Melee +5 holy starknife +29/+24/+19/+14 (1d6+12/×3)

Space 10 ft.; Reach 10 ft.

Special Attacks smite evil 1/day (+6 attack and AC, +19 damage)

Spell-Like Abilities (CL 19th; concentration +25)

Constant—detect evil, magic circle against evil, true seeing

At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 23)

1/day—meteor swarm (DC 25), polar ray (DC 24), prismatic spray (DC 23), sunburst (DC 24)

Cleric Spells Prepared (CL 19th; concentration +26)

9th—implosion (DC 26), mass heal, miracle

8th—dimensional lock, fire storm (DC 25), holy aura (DC 25)

7th—destruction (2, DC 24), holy word (2, DC 24), resurrection

6th—greater dispel magic, heal, mass cure moderate wounds (3)

5th—break enchantment (2), breath of life (2), flame strike (DC 22)

4th—cure critical wounds (3), death ward, divine power

3rd—cure serious wounds (3), dispel magic(2), invisibility purge

2nd—cure moderate wounds (4), eagle's splendor, status

1st—cure light wounds (4), divine favor, sanctuary (DC 18)

0—guidance, resistance, stabilize, virtue

Statistics

Str 24, Dex 19, Con 31, Int 20, Wis 24, Cha 23

Base Atk +19; CMB +27; CMD 42

Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still

Skills Diplomacy +28, Fly +20, Heal +16, Intimidate +28, Knowledge (arcana and engineering) +14, Knowledge (history and nature) +18, Knowledge (religion) +24, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +14, Survival +17

Languages Celestial, Draconic, Infernal; truespeech

Ecology

Environment any (Heaven)

Organization solitary or pair

Treasure double (full plate, heavy steel shield, +5 holy starknife)

Special Abilities

Explosive Rebirth (Su) When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex DC 29 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as an advanced shield archon.

Spells Star archons cast divine spells as 19th-level clerics. They do not gain access to domains or other cleric abilities.

Star archons are the tacticians and strategists of Heaven. Gifted with insight and powerful magic, they spend much of their time steering long-term plans for Heaven's armies and good folk in the world.