Archon, Legion
Where shield archons are the bulwarks of the armies of Heaven, legion archons are the swords, sent in file after file to match evil's boundless hordes.
Legion archons stand 6-1/2 feet in height and weigh 200 pounds. Beneath their helmets and armor, they have pale or nearly jet-black hairless skin. Their eyes burn bright with the flames of their faith, flaring brightest when they conjure forth their weapons. Regardless of the armor they choose to wear, their metallic wings merge with and extend beyond the armor, allowing them flight even when wearing the heaviest of protection.
Despite their warlike mien, legion archons prefer errands of peace and mercy. Their masters dispatch unarmed legion archons as celestial envoys, though still clad in their heavenly armor. In this fashion, they spread the word and love of Heaven to widely scattered realms.
- HP
- 76 (8d10+32)
- AC
- 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural; +2 deflection vs. evil)
- Speed
- 40 ft., fly 90 ft. (average)
- Init
- +1
- Melee
- +1 flaming burst greatsword +13/+8 (2d6+5/17-20 plus 1d6 fire)
- Ranged
- +1 flaming javelin +10 (1d6+4 plus 1d6 fire)
- BAB
- +8
- CMB
- +11
- CMD
- 22
- Fort
- +10
- Ref
- +3
- Will
- +8; +4 vs. poison, +2 vs. evil
- DR
- 10/evil
- SR
- 18
Weapons: Martial, Simple
Flames of Faith — A legion archon can manifest a +1 flaming burst greatsword or +1 flaming javelin as a move-equivalent action. The legion archon's sword vanishes if it leaves its hand, and its javelin vanishes after striking or missing its target.
Second Skin — A legion archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most legion archons wear full plate armor.
Improved Bull Rush, Improved Critical (greatsword), Power Attack, Vital Strike, Weapon Focus (greatsword), Whirlwind Attack
<p class="stat-block-1"> You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.</p>
<p class="stat-block-1"> When using the weapon you selected, your threat range is doubled.</p>
<p class="stat-block-1"> You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.</p>
<p class="stat-block-1"> When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as <i>flaming</i>), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.</p>
<p class="stat-block-1"> You gain a +1 bonus on all attack rolls you make using the selected weapon.</p>
<p class="stat-block-1"> When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.</p><p class="stat-block-2">When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.</p>
Diplomacy +14, Fly +12, Intimidate +14, Knowledge (religion) +11, Perception +13, Sense Motive +9, Survival +9
- Type
- Outsider
- Alignment
- LG
- Size
- Medium
- Environment
- any (Heaven)
- Organization
- solitary, pair, or squad (3-12)
- Treasure
- standard (masterwork full plate, other treasure)
- Senses
- darkvision 60 ft. detect evil, low-light vision; Perception +13
- Languages
- Celestial, Draconic, Infernal; truespeech
- Source
- Bestiary 3
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Uses feat: Improved Bull Rush (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Critical (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Power Attack (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Vital Strike (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Whirlwind Attack (Feat)House/Core — covered by the site's Section 15.
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Knows spell: Detect Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Magic Circle Against Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Aid (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Continual Flame (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Teleport, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Message (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Align Weapon (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Mirror Image (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Versatile Weapon (Spell)House/Core — covered by the site's Section 15.
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