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Wheel ArchonCreature 16


RareLGHugeArchonCelestial
Source Pathfinder #183: Field of Maidens
Perception +28 (darkvision, discern lies, true seeing)
Languages Celestial, Draconic, Infernal, Tongues
Skills Acrobatics +31, Athletics +30, Intimidation +29, Religion +28, Lore +29
Str +6, Dex +9, Con +6, Int +5, Wis +6, Cha +3

AC 41; Fort +26; Reflex +31; Will +28; +1 status to all saves vs. magic
HP 230
Speed 0 feet (fly 50 feet)
Weaknesses Evil 15

Slam One Action +30 (+25, +20) to hit (good, magical) 3d12+14 Bludgeoning + 1d6 Good
Tongue of Flame One Action +33 (+28, +23) to hit (fire, good, magical, range 30) 3d4+8 Fire + 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. MagicAll-Knowing Eyes (aura, divination, divine, mental, visual)

30-foot emanation Aura

When a creature ends its turn in the aura, it must attempt a DC 34 will save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. On a failed saving throw, a creature that is currently disguised or in a shape other than its true form also becomes Stupefied 1 until the end of its next turn.

Fiery Spokes Two Actions (divine, evocation, fire, good)

The wheel archon spins furiously, emitting a rain of divine fire. All creatures in a 60-foot emanation take 12d6 fire damage and 5d6 good damage (DC 37 basic reflex). The wheel archon can't use Fiery Spokes for 1d4 rounds.

Focus Gaze One Action (concentrate, divination, divine, mental, visual)

The wheel archon fixes its gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 will save against the wheel archon's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the wheel archon attempts to counter that magical disguise effect (counteract +29, 8th level). After attempting its save, the creature is then temporarily immune until the start of the wheel archon's next turn.


Divine Innate Spells (DC 37, +29 to hit)

4th Level: Discern Lies (Constant), Divine Wrath
5th Level: Flame Strike, Prying Eye, Tongues (Constant)
6th Level: True Seeing (Constant), Zealous Conviction
7th Level: Divine Decree
8th Level: Antimagic Field


Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its appearance as a flying, armor-plated wheel of fire with eyes on each spoke. Wheel archons often serve as messengers or harbingers for the armies of heaven, as their stubborn, indomitable natures make them ill-suited for missions requiring diplomacy or tact. Indeed, they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil.

Wheel archons can't tolerate deceit and easily see through lies. The sensation of this celestial being's divine eyes all fixing upon a single target is usually enough to encourage honesty, but when a wheel archon detects a falsehood, their righteous wrath takes over and they mete out punishment to sinners without quarter.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.