Planescape Monstrous Supplement
Celestial, Archons
All Archons are considered Lawful Good Outsiders
Name
| Lantern Archon
| Hound Archon
| Wardem Archon
|
Size / Type
| Small
| Medium
| Large
|
Hit Dice
| 1d8 (4)
| 6d8+6 (33)
| 8d8+16 (52)
|
Initiative
| +4 (Feat)
| +4 (Feat)
| +5 (+1 Dex, +4 Feat)
|
Speed
| Fly 60ft perfect
| 40ft or 60ft*
| 40ft
|
Armor Class
| 15 (+1 Size, +4 Natural)
| 19 (+9 Natural)
| 21 (-1 Size, +1 Dex, +11 Natural)
|
Attacks
| 2 light rays +2 ranged touch (30ft)
| Bite +8 melee, 2 slams +3 melee; or greatsword +9/+4 melee, bite +3 melee
| 2 claws +15 melee, bite +10 melee
|
Damage
| Light ray 1d6
| Bite 1d8+2, slam 1d4+1; Greatsword 2d6+2, bite 1d8+1
| Claw 1d8+8, bite 2d6+8
|
Face / Reach
| 5ft by 5ft / 5ft
| 5ft by 5ft / 5ft
| 5ft by 5ft / 10ft
|
Sp. Attacks
| None
| None
| Spells, improved grab, hug
|
Sp. Qualities
| Archon, immunities, Incorporeal, outsider
| DR 10/+1, SR13, archon, outsider, scent, alternate form, subordinates
| DR 15/+2, SR 15, archon, outsider, scent, awareness
|
Saves
| Fort +2
| Ref +2
| Will +2
| Fort +5
| Ref +5
| Will +6
| Fort +8
| Ref +9
| Will +9
|
Abilities
| Str 01
| Dex 11
| Con 10
| Str 15
| Dex 10
| Con 13
| Str 27
| Dex 12
| Con 15
|
Int 06
| Wis 11
| Cha 10
| Int 10
| Wis 13
| Cha 12
| Int 11
| Wis 16
| Cha 16
|
Skills
| None
| Concentration +8, hide +7*, jump +9, sense motive +8, spot +9, wilderness lore +1*
| Animal empathy +12, concentration +11, hide +10, knowledge (upper planes) +9, listen +12, move silently +10, sense motive +11, spot +12, wilderness lore +12
|
Feats
| Improved Initiative
| Improved Initiative, Track, Weapon Focus (greatsword)
| Improved Initiative, Power Attack, Cleave
|
|
Climate | Mount Celeestia
|
Organization
| Solitary, pair, or squad (3-5)Solitary, pair, or squad (3-5)
|
Rating (CR)
| 2
| 4
| 6
|
Treasure
| Incidental (Half standard)
|
Alignment
| Always Lawful Good
|
Advancement
| 2HD (Small)
| 7-12HD (Medium)
| 9-16HD (Large)
|
Lantern Archon Immunities (Ex): Immune to paralysis and charm spells or effects. Hound Archon Alternate Form (Su): Hound archons can assume the form into any type of dog or wolf. In this form they can use all it’s natural abilities as well as all of their own. Subordinates (Ex): Hound archons maintain a telepathic link with 100 lantern archons. Whenever there’s trouble, a Hound can spread the message via it’s lanterns (which pass the word quickly indeed). If a hound enters combat, in can expect 1d10 lanterns to arrive each round, until all 100 are gathered. Warden Archon Spells: In addition to the celestial spell abilities, all Warden Archons can use any divination spell of 4th level or lower (no matter the spell list) as a spell-like ability once per day, as a 8th level priest. Improved Grab (Ex): If the Archon hits with both it’s claws, he can attempt to establish a hold on an enemy of huge size or smaller. Creatures held in this way can be hit with a bite attack at a +4 bonus (this bite attack is not a free attack). Hug (Ex): Any creature held or pinned by the Archon, of large size or smaller, can be hugged. The hug attack inflicts 1d10 additional points of damage with each claw attack that succeeds the grapple check used to damage the opponent, thus, each attack does 1d8+1d10+8. Awareness (Ex): Warden Archons are never surprised, nor caught flat footed. They‘ve been known to play stupid to draw an enemy near.
|
Name
| Sword Archon
| Trumpet Archon
| Throne Archon
|
Size / Type
| Large
|
Hit Dice
| 10d8+10 (55)
| 11d8+11 (61)
| 12d8+36 (90)
|
Initiative
| +8 (+4 Dex, +4 Feat)
| +7 (+3 Dex, +4 Feat)
| +6 (+2 Dex, +4 Feat)
|
Speed
| 40ft, fly 50ft average
| 30ft, fly 50ft good
| 40ft, fly 90ft good
|
Armor Class
| 25 (+4 Dex, -1 Size, +12 Natural)
| 23 (+3 Dex, -1 Size, +11 Natural)
| 27 (+2 Dex, -1 Size, +16 Natural)
|
Attacks
| Bite +12/+9/+6/+3
| +3 silver greatsword +19/+14/+9 melee
| +5 vorpal greatsword +21/+16/+11 melee
|
Damage
| Bite 2d4+3
| +3 silver greatsword 2d6+10
| +5 vorpal greatsword 2d6+11
|
Face / Reach
| 5ft by 5ft / 10ft
| 5ft by 5ft / 10ft
| 5ft by 5ft / 10ft
|
Sp. Attacks
| Spells, dive
| Spells, trumpet
| Spells
|
Sp. Qualities
| DR 20/+2, SR 17, archon, outsider
| DR 20/+3, SR 19, archon, outsider
| DR 25/+3, SR 21, archon, outsider
|
Saves
| Fort +8
| Ref +11
| Will +8
| Fort +8
| Ref +10
| Will +10
| Fort +11
| Ref +10
| Will +12
|
Abilities
| Str 16
| Dex 18
| Con 13
| Str 20
| Dex 17
| Con 13
| Str 18
| Dex 14
| Con 16
|
Int 13
| Wis 13
| Cha 16
| Int 16
| Wis 16
| Cha 16
| Int 18
| Wis 18
| Cha 16
|
Skills
| Animal empathy +11, concentration +14, escape artist +10, hide +10, listen +12, move silently +10, spot +12, sense motive +12,
| Animal empathy +15, concentration +13, escape artist +15, hide +15, listen +15, knowledge (any 3) +15, move silently +15, sense motive +15, spot +15
| Animal empathy +8, concentration +18, escape artist +12, hide +12, knowledge (3) +14, listen +14, move silently +12, sense motive +14, spot +14
|
Feats
| Improved Initiative, Fly-by Attack, Combat Reflexes, Blind-fight
| Improved Initiative, Blind-fight, Cleave, Power Attack
| Improved Initiative, Cleave, Power Attack, Combat Casting
|
|
Climate | Mount Celestia
|
Organization
| Solitary
|
Rating (CR)
| 10
| 11
| 12
|
Treasure
| Incidental (Half standard)
|
Alignment
| Always Lawful Good
|
Advancement
| 11-20HD (Large)
| 12-22HD (Large)
| 13-24 (Large)
|
|
Sword Archon Spells: Sword Archons have access to all divine spells, and cast as a 15th level sorcerer (DC 13+spell level). Dive (Ex): The Sword Archons move for 100 feet and fell over his victim, inflicting 2d10+5 on a successful attack. While diving they receive a +3 bonus to AC until his next action. Trumpet Archon Spells: Trumpet Archons have access to all divine spells, and cast as a 17th level sorcerer (DC 13+spell level). Trumpet: Any non-archon who hear the trumpet must succeed a Fortitude save (DC 19) or be paralyzed 1d6 rounds. Throne Archon Spells: Throne Archons have access to all divine and arcane spells, and cast as a 18th level sorcerer (DC 13+spell level).
|
Name
| Tome Archon
|
Size / Type
| Large
|
Hit Dice
| 20d8+60 (150)
|
Initiative
| +7 (+3 Dex, +4 Improved Initiative)
|
Speed
| 40ft, fly 50ft average
|
Armor Class
| 25 (+3 Dex, -1 Size, +13 Natural)
|
Attacks
| Light rays +22/+17/+12/+7 ranged touch (500 feet)
|
Damage
| 1d10+4
|
Face / Reach
| 5ft by 5ft / 10ft
|
Sp. Attacks
| Spells, summon celestials
|
Sp. Qualities
| DR 30/+3, SR 23, archon, outsider
|
Saves
| Fort +15
| Ref +15
| Will +17
|
Abilities
| Str 10
| Dex 16
| Con 16
| Int 20
| Wis 20
| Cha 18
|
Skills
| Concentration +26, Knowledge (any 6) +22, Listen +28, Scry +28, Sense Motive +28, Spellcraft +28, Spot +28
|
Feats
| Improved Initiative, Blind-fight, Combat Casting, Dodge, Expertise, Mobility
|
|
Climate | Mount Celestia
|
Organization
| Solitary (1 out of 7)
|
Rating (CR)
| 20
|
Treasure
| Incidental (Half standard)
|
Alignment
| Always Lawful Good
|
Advancement
| 21-40HD (Large)
|
|
Tome Archon Spells: Tome Archons have access to all divine spells, and cast as a 20th level sorcerer (DC 14+spell level). Summon Celestials: Once per day, a Tome Archon can summon 1000 lanterns, 500 hounds, 250 wardens, or 125 swords to it’s defense, or any combination of them (you can summon 1000 points worth of celestials, with the following costs: sword 8 points, warden 4 points, hound 2 points, and lantern 1 point). For example, the Tome can summon 50 sword archon (400p), 50 warden (200p), 100 hounds (200p), and 200 lanterns (200p) at once.
Archon Traits: Aura of menace, magic circle against evil, spell-like abilities, teleport, low light vision. Aura of Menace (Su): Any hostile creature within 20 foot radius of the archon must succeed a Will save or suffer -2 morale to attacks, AC, and saves, for one day or until they successfully hit the archon that generated the aura. DC: Lantern 11, Hound 16, Warden 17, Sword 18, Trumpet 19, Throne 20, Tome 30. Magic Circle Against Evil (Su): Always active. Identical with the spell cast by a sorcerer whose level equals the archons HD. Can be dispelled, but the archon can create it again as a free action. Teleport (Su): Teleport without Error as a 14th level sorcerer. Except that the creature can transport only himself and up to 50 pounds of objects. Tongues (Su): Always active. Identical with the spell cast by a 14th level sorcerer. Spell-like abilities: At will, Continual Flame, Darkvision, Detect Evil. Outsider Traits: Darkvision 60 feet. Also, can't be raised or resurrected.
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Melroch Eitheldor @ 2003