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.




  •      Melroch Eitheldor @ 2003 1 1