Archon, Star
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.
- 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, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still
<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>
<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 –2 penalty to your Armor Class until your next turn.</p>
<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 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>
<p class="stat-block-1"> You get a +2 bonus on all Will saving throws.</p>
<p class="stat-block-1"> You get a +2 bonus on all Reflex saving throws.</p>
<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>
<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 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
- 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
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Uses feat: Blind-Fight (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Cleave (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Combat Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Dodge (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: Lightning Reflexes (Feat)House/Core — covered by the site's Section 15.
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Uses feat: Mobility (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: Stand Still (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: True Seeing (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: Sunbeam (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Meteor Swarm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Polar Ray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Prismatic Spray (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sunburst (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Implosion (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal, Mass (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Miracle (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dimensional Lock (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Fire Storm (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Holy Aura (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Destruction (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Holy Word (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Resurrection (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic, Greater (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Heal (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Moderate Wounds, Mass (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Break Enchantment (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Breath Of Life (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Flame Strike (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Critical Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Death Ward (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: Cure Serious Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dispel Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Invisibility Purge (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Moderate Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Eagle's Splendor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Status (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Divine Favor (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Sanctuary (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Guidance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Resistance (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Stabilize (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Virtue (Spell)House/Core — covered by the site's Section 15.
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