🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Horned ArchonCreature 4


LGMediumArchonCelestial
Source Pathfinder Bestiary
Perception +11 (darkvision)
Languages Celestial, Draconic, Infernal, Tongues
Skills Acrobatics +12, Nature +11, Religion +9, Stealth +10, Survival +11
Str +3, Dex +4, Con +3, Int +1, Wis +3, Cha +1

AC 22; Fort +11; Reflex +10; Will +11; +1 status to all saves vs. magic
HP 65
Speed 35 feet
Weaknesses Evil 5

Horn One Action +11 (+6, +1) to hit (magical) 2d8+3 Piercing + 1d6 Good
Composite Longbow One Action +14 (+9, +4) to hit (deadly d10, magical, range increment 100, reload 0, volley 30) 1d8+4 Piercing + 1d6 Good

Darkvision

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.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

+1 Status to All Saves vs. MagicMenacing Guardian (aura, divine, enchantment)

30 feet Aura


Enemies that start their turn in the area or enter it must attempt a DC 19 will save.

On a failure, they take a -1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can't use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first.

Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.

Retributive Strike Reaction

Damage Reduction 6

A horned archon can also make a Retributive Strike with its composite longbow


Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.


Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.

Archon's Door

Once per day, if an archon sees another creature cast Dimension Door, it can cast an innate dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door.

If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either used dimension door.

Touch of Charity One Action (healing, manipulate, necromancy)

A horned archon can touch another creature to take on that creature's wounds, transferring up to 30 of the horned archon's HP to the touched creature. The horned archon can't transfer more HP than it currently has.

Push One Action

Requirements The monster's last action was a success with a Strike that lists Push in its damage entry.


Effect The monster automatically knocks the target away from the monster. Unless otherwise noted in the ability description, the creature is pushed 5 feet. If the attack was a critical hit, this distance is doubled.


Divine Innate Spells (DC 21, +13 to hit)

Cantrips (2nd Level): Dancing Lights
1st Level: Charm (Animals Only), True Strike
2nd Level: Animal Messenger
4th Level: Dimension Door
5th Level: Tongues (Constant)


Horned archons are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials.


Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.

Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain's peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.


Traits

Common

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.