Library / Bestiary

Archon, Star

CR 19.00 Outsider LG Large
This powerful humanoid floats in the air on a nimbus of pearly light. He grips a golden starknife in one hand.

Star archons are the tacticians and strategists of Heaven. Gifted with insight and powerful magic, they spend much of their time steering long-term plans for Heaven's armies and good folk in the world.

STR
24
DEX
19
CON
31
INT
20
WIS
24
CHA
23
HP
294 (19d10+190); regeneration 10 (evil weapons and effects)
AC
34, touch 11, flat-footed 32 (+9 armor, +1 Dex, +1 dodge, +12 natural, +2 shield, -1 size; +2 deflection vs. evil)
Speed
40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
Init
+8
Melee
+5 holy starknife +29/+24/+19/+14 (1d6+12/×3)
Space
10 ft.
Reach
10 ft.
BAB
+19
CMB
+27
CMD
42
Fort
+21
Ref
+17
Will
+15; +4 vs. poison
DR
10/evil
SR
30
Defensive Abilities
explosive rebirth

Weapons: Martial, Simple

smite evil 1/day (+6 attack and AC, +29 damage)

Blind-Fight from Feat

<p class="stat-block-1"> In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.</p><p class="stat-block-2">An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.</p><p class="stat-block-2">You do not need to make Acrobatics skill checks to move at full speed while blinded.</p>

Cleave from Feat

<p class="stat-block-1"> As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a &ndash;2 penalty to your Armor Class until your next turn.</p>

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>

Dodge from Feat

<p class="stat-block-1"> You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.</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>

Lightning Reflexes from Feat

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

Mobility from Feat

<p class="stat-block-1"> You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.</p><p class="stat-block-2">Dodge bonuses stack with each other, unlike most types of bonuses.</p>

Power Attack from Feat

<p class="stat-block-1"> You can choose to take a &ndash;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 (&ndash;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 &ndash;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>

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>

Diplomacy +28, Fly +20, Heal +16, Intimidate +28, Knowledge (arcana and engineering) +14, Knowledge (history and nature) +18, Knowledge (religion) +24, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +14, Survival +17

spell-like abilities:
Constant—Detect Evil, Constant—Magic Circle Against Evil, Constant—True Seeing, At will—Aid, At will—Continual Flame, At will—Teleport, Greater, At will—Message, At will—Sunbeam, 1/day—Meteor Swarm, 1/day—Polar Ray, 1/day—Prismatic Spray, 1/day—Sunburst
cleric spells prepared:
Details
Type
Outsider
Alignment
LG
Size
Large
Environment
any (Heaven)
Organization
solitary or pair
Treasure
double (full plate, heavy steel shield, +5 holy starknife)
Senses
darkvision 60 ft., low-light vision, detect evil, true seeing; Perception +29
Languages
Celestial, Draconic, Infernal; truespeech
Source
Bestiary 2
Sources Used in This Record
53 House/Core
  • Uses feat: Blind-Fight (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Cleave (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Combat Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Dodge (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: Lightning Reflexes (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Mobility (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Power Attack (Feat)
    House/Core — covered by the site's Section 15.
  • Uses feat: Stand Still (Feat)
    House/Core — covered by the site's Section 15.
  • Knows spell: Detect Evil (Spell)
    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: True Seeing (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: Continual Flame (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: Sunbeam (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Meteor Swarm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Polar Ray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Prismatic Spray (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Sunburst (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Implosion (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heal, Mass (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Miracle (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dimensional Lock (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Fire Storm (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Holy Aura (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Destruction (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Holy Word (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resurrection (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic, Greater (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Heal (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Moderate Wounds, Mass (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Break Enchantment (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Breath Of Life (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Flame Strike (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Critical Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Death Ward (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: Cure Serious Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Dispel Magic (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Invisibility Purge (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Moderate Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Eagle's Splendor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Status (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Cure Light Wounds (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Divine Favor (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Sanctuary (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Guidance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Resistance (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Stabilize (Spell)
    House/Core — covered by the site's Section 15.
  • Knows spell: Virtue (Spell)
    House/Core — covered by the site's Section 15.
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