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Legion ArchonCreature 7


LGMediumArchonCelestial
Source Pathfinder Bestiary
Perception +15 (darkvision)
Languages Celestial, Draconic, Infernal, Tongues
Skills Acrobatics +13, Athletics +14, Diplomacy +16, Intimidation +16, Religion +14, Survival +14
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +5

AC 27; Fort +17; Reflex +11; Will +15; +1 status to all saves vs. magic
HP 100
Speed 30 feet (fly 60 feet)
Weaknesses Evil 10
Resistances Fire 15

Flame Of Justice One Action +18 (+13, +8) to hit (magical, versatile p) 2d10+5 Slashing + 1d6 Good
Flame Of Justice One Action +15 (+10, +5) to hit (magical, range increment 30, versatile p) 2d10+5 Slashing + 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.

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

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 23 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 9

A legion archon can also make a Retributive Strike by throwing its flame of justice.


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.

Flame of Justice (divine, evocation)

A legion archon's spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice.

A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon's hands again instantly.

On a critical hit, the fire damage from the flame of justice deals maximum damage (6 on the d6) before being doubled for the critical hit, and the target takes 1d10 Persistent Fire Damage.


Divine Innate Spells (DC 24, +16 to hit)

Cantrips (4th Level): Light, Message
1st Level: True Strike
4th Level: Dimension Door (At Will)
5th Level: Tongues (Constant)


Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers-especially fiends that embody the sin of wrath-legion archons don't hesitate in battle, mounting offensives under divine commanders like Iomedae.


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.