Archon, 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.
- 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
Weapons: Martial, Simple
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.
Combat Reflexes, Improved Initiative, Iron Will, Shield Focus, Stand Still, Weapon Specialization (shortspear)
<p class="stat-block-1"> You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.</p>
<p class="stat-block-1"> You get a +4 bonus on initiative checks.</p>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> Increase the AC bonus granted by any shield you are using by 1.</p>
<p class="stat-block-1"> When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.</p>
<p class="stat-block-1"> You gain a +2 bonus on all damage rolls you make using the selected weapon.</p>
Diplomacy +14, Fly +0, Intimidate +14, Knowledge (religion) +14, Perception +15, Sense Motive +15, Stealth -6, Survival +15
- 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
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Improved Initiative (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Iron Will (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Shield Focus (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Stand Still (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Weapon Specialization (Feat)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: 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: Disrupting Weapon (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Power (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Shield Other (Spell)House/Core — covered by the site's Section 15.
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