Archon, Trumpet
Messengers of good deities and mighty celestials, trumpet archons serve as the vanguard of divine armies and rally the legions of heaven to war. When lawful good deities have the need to communicate directly with a group of mortals, they often send trumpet archons to act as their intermediaries. Trumpet archons speak with clear, musical voices. Their otherworldly eyes are white and pupilless.
All trumpet archons carry a gleaming magical trumpet or horn with which they create wondrous music, sound calls to other archons, paralyze enemies, or defend the virtuous. They typically adorn their trumpet with the standard of their liege.
- HP
- 175 (14d10+98)
- AC
- 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2 deflection vs. evil)
- Speed
- 40 ft., fly 90 ft. (good)
- Init
- +7
- Melee
- +4 greatsword +23/+18/+13 (2d6+11/19-20)
- BAB
- +14
- CMB
- +19
- CMD
- 32
- Fort
- +16
- Ref
- +9
- Will
- +14; +4 vs. poison, +2 resistance vs. evil
- DR
- 10/evil
- SR
- 25
Weapons: Martial, Simple
Trumpet — All creatures except archons within 100 feet of the trumpet's blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of the archon's hands, it is a chunk of useless metal.
Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Persuasive, Power Attack
<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 get a +4 bonus on initiative checks.</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 +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.</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>
Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +22, Perform (wind instruments) +20, Sense Motive +24, Stealth +20
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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: Improved Initiative (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: Persuasive (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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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: Continual Flame (Spell)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: 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: Cure Serious Wounds, Mass (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Banishment (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: Dispel Evil (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Cure Light Wounds, Mass (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Plane Shift (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Raise Dead (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Dismissal (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: Neutralize Poison (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Spell Immunity (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: Daylight (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: Magic Vestment (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Protection From Energy (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bull's Strength (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Consecrate (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: Restoration, Lesser (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Owl's Wisdom (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Bless (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: Shield Of Faith (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Detect Magic (Spell)House/Core — covered by the site's Section 15.
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Knows spell: Purify Food And Drink (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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