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Archon, Vir (Male)by Jamie Baty
Large Outsider (Archon, Good, Law)
Hit Dice: 20d8+120 (210 hp)
Initiative: +2 (+2 Dex)
Speed: 30 ft. (6 squares), fly 90 ft. (average)
Armour Class: 37 (-1 size, +2 Dex, +15 natural, +11 Mithral Shirt of Moderate Fortification), touch 11, flat-footed 35
Base Attack/Grapple: +20/+30
Attack: +5 Large Holy Axiomatic Greatsword +26 melee (3d6+11 + 2d6 vs Evil, +2d6 vs Chaos)
Full Attack: +5 Large Holy Axiomatic Greatsword +26/+21/+16/+11 melee (3d6+11 + 2d6 vs Evil, +2d6 vs Chaos)
Space/Reach: 10 ft. /5 ft.
Special Attacks: Bolt of purity, spells, sword of flame
Special Qualities: Archon Traits, aura of menace, Damage reduction 10/chaos or evil, darkvision 60ft., immunity to electricity and petrification, low-light vision, magic circle against evil, Mystaran archon immunities, outsider traits, spell resistance 26, teleport, tongues
Saves: Fort +18, Ref +14, Will +17
Abilities: Str 22, Dex 15, Con 23, Int 16, Wis 16, Cha 18
Skills: Concentration +26, Diplomacy +24, Gather Information +24, Heal +16, Hide -2, Knowledge (religion) +23, Knowledge (the planes) +23, Listen +25, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +23
Feats: Alertness, Cleave, Great Cleave, Improved Critical (Greatsword), Iron Will, Power Attack, Weapon Focus (Greatsword)
Environment: Good and/or Axiomatic Planes
Organisation: Solitary, or Pair
Challenge Rating: 16
Alignment: Always lawful good
Advancement: by character class
Level Adjustment: +6
Mystaran Archons are extremely lawful beings whose sole purpose is to oppose chaos and preserve all that is good. They do this by learning about evil and chaotic people and monsters, persuading adventurers to attack those evils, and sometimes directly helping the adventurers who are advancing their goals.
Mystaran Archons appear differently based on their sex. The male Mystaran Archon is known as a Vir Archon. It has the body of giant eagle with golden-feathered wings. It has the torso and head of a human male.
Archons live in small families of one mated pair and 1d3 young. Archons are encountered alone or in mated pairs; adventurers almost never encounter archon young.
Vir Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.
Vir Archons will likely be peaceful when encountered, unless the party is threatening or violent, or contains evil characters.
In combat, the Vir Archon will charge into battle with its two-handed weapon (usually a large greatsword). It will use spells to protect and enhance itself and its allies, but avoids using many spells to directly deal damage. Spells used to target enemies are often used to immobilise or pacify, rather than kill. It does not usually use its bolt of purity on inherently evil creatures, preferring to save it in case of misunderstandings or to calm redeemable creatures.
Vir archons are proficient in the use all simple and martial weapons. Any weapons they use will be large size and will be enchanted. They prefer two-handed weapons. Vir archons are proficient with light and medium armours, but not shields.
The above Vir Archon is wearing a +5 Mithral Shirt of Moderate Fortification and is equipped with a +5 large Holy Axiomatic Greatsword..
Bolt of Purity (Sp): Once per day, a Vir Archon may unleash a Bolt of Purity. This bolt affects all targets within a 120 ft line and has a range of 120ft. Targets are allowed a Will save vs DC 26 (Cha based, +2 racial bonus) or their alignment changes to Lawful Good and they become peaceful, content and cease fighting. This affect lasts for 1d3x10 minutes. This is a mind-affecting spell-like ability.
Sword of Flame (Sp): Once per day, a Vir Archon may create a large-size, flaming greatsword as a standard action. This sword levitates, moves at a rate of 20ft/per round and will attack any foe the archon designates. The sword must remain within 20ft of the archon. Once created, the sword will follow the archon's original orders without any additional concentration required from the archon. An archon may change the sword's orders by focusing on the sword, a move equivalent action The sword of flame remains in existence until dismissed by the archon (up to 30 minutes maximum).
The sword uses the archon's BAB, and has the following stats: 3d6 + 2d6 fire 19-20/x2.
Damage Reduction (Su): A Vir Archon has damage reduction of 10/chaos or evil.
Mystaran Archon Immunities (Ex): A Vir Archon is immune to all natural poisons and all fire damage.
Spells: A Vir Archon can cast divine spells as 12th-level clerics. A Vir Archon has access to two of the following domains: Destruction, Glory, Herald, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based. He can cast 6/6+1/5+1/5+1/3+1/3+1/2+1 divine spells as a cleric per day. The archon must choose and prepare his spells ahead of time.
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 for a Vir Archon is 26 (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.
Outsider Traits: Unlike most other living creatures, an outsider does not have a dual nature-its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be; Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.
Lawful Traits: Any natural attack and/or wielded weapon is treated as lawful-aligned for purposes of overcoming damage reduction.
Good Traits: Any natural attack and/or wielded weapon is treated as good-aligned for purposes of overcoming damage reduction.