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

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 from Feat

<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>

Iron Will from Feat

<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>

Shield Focus from Feat

<p class="stat-block-1"> Increase the AC bonus granted by any shield you are using by 1.</p>

Stand Still from Feat

<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

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
Sources Used in This Record
13 House/Core
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Improved Initiative (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Iron Will (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Shield Focus (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Stand Still (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Weapon Specialization (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Magic Circle Against Evil (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Aid (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Teleport, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Message (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Disrupting Weapon (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divine Power (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Shield Other (Spell)
    House/Core — covered by the site's Section 15.
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.