Library / Bestiary

Archon, Shield

CR 10.00 Outsider LG Large
This armored giant is sheathed in metal from head to toe. One arm ends in a spear-like blade, the other in a massive shield.

Shield archons are the mighty rocks of celestial armies, withstanding waves of demons and devils without complaint. Though more than capable of tearing apart lesser demons and devils, their true strength lies in their ability to shrug off deadly attacks from superior opponents, giving their offense-oriented allies time to flank and overwhelm their mutual foes. Shield archons are 9 feet tall and weigh 800 pounds.

STR
20
DEX
13
CON
25
INT
14
WIS
16
CHA
15
HP
112 (9d10+63)
AC
29, touch 10, flat-footed 28 (+9 armor, +1 Dex, +4 natural, +6 shield, -1 size; +2 deflection vs. evil)
Speed
40 ft., fly 90 ft. (good); 30 ft., fly 60 ft. in armor
Init
+5
Melee
+3 shortspear +16/+11 (1d8+10)
Space
10 ft.
Reach
10 ft.
BAB
+9
CMB
+15
CMD
26 (30 vs. bull rush and trip)
Fort
+13
Ref
+7
Will
+8; +4 vs. poison
DR
10/evil
SR
21

Transpose Ally — Once per day as a standard action, a shield archon can teleport to the location of a willing (or unconscious) ally and immediately teleport that ally to the archon's previous position, in effect switching places with the ally. The archon must have line of effect to the target.

Spear and Shield — At will as a free action, a shield archon can transform his hands into a +1 tower shield and a +3 shortspear, or either individually, or back to hands again. He cannot transform both hands into shields or both into shortspears. A shield archon never takes the typical –2 penalty on attack rolls while wielding a tower shield. A shield archon's weapons cannot be disarmed, but they can be sundered. If a shield archon loses his spear or shield, he can manifest a new one as a full-round action. When a shield archon is slain, these two items fade away—they cannot be looted or wielded by any other creature.

Stability — Shield archons receive a +4 racial bonus to CMD when resisting a bull rush or trip attempt.

Diplomacy +14, Fly +0, Intimidate +14, Knowledge (religion) +14, Perception +15, Sense Motive +15, Stealth -6, Survival +15

spell-like abilities:
Constant—Magic Circle Against Evil, At will—Aid, At will—Teleport, Greater, At will—Message, 1/day—Disrupting Weapon, 1/day—Divine Power, 1/day—Shield Other
Details
Type
Outsider
Alignment
LG
Size
Large
Environment
any (Heaven)
Organization
solitary, pair, or squad (3-5)
Treasure
standard (full plate, other treasure)
Senses
darkvision 60 ft., low-light vision; Perception +15
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary 2
OGL 1.0a Notice. Pathfinder-derived Open Game Content on this page is used under the Open Game License v1.0a and Section 15 notice.