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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.
COMBAT
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).
—Darkvision out to 60 feet and low-light vision.
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.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.)
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
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.

LANTERN ARCHON

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:
Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
Combat
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.
Light Ray (Ex): A lantern archon's light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd.

HOUND ARCHON
Hound Archon
Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: 6d8+6 (33 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +6/+8
Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20)
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)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
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
Saves: Fort +6 (+10 against poison), Ref +5, Will +6
Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12
Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
Feats: Improved Initiative, Power Attack, Track
Environment A lawful good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 4
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 7–9 HD (Medium); 10–18 HD (Large)
Level Adjustment: +5
Hound archons look like well-muscled humans with canine heads.
Combat
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.
Spell-Like Abilities: At will—aid, continual flame, detect evil, message. Caster level 6th.
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.
Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

TRUMPET ARCHON
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.
Combat
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.
Spell-Like Abilities: At will—detect evil, continual flame, message. Caster level 12th.
Aura of Menace (Su): Will DC 21 negates.
Spells: Trumpet archons can cast divine spells as 14th-level clerics. A trumpet archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
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.