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There is a Legacy version here.

PFS StandardQarna (Horned Archon)

Qarnas are secretive and tireless sentinels and scouts, patrolling the Outer Sphere's untamed wilds for evil to eliminate and keeping small communities safe from demons, devils, and worse. They resemble ornate statuesque creations with four stag-like heads and golden horns. When requested to do so by their allies, especially the god Erastil, they journey into the Universe and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures.

Recall Knowledge - Celestial (Religion): DC 19
Unspecific Lore: DC 17
Specific Lore: DC 14

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite QarnaCreature 5

Medium Archon Celestial Holy 
Source Monster Core pg. 27
Perception +13; darkvision
Languages Diabolic, Draconic, Empyrean, Utopian; truespeech
Skills Acrobatics +14, Intimidation +13, Nature +13, Religion +11, Stealth +12, Survival +13 (+17 to Track)
Str +3, Dex +4, Con +3, Int +1, Wis +3, Cha +1
Items composite longbow (20 arrows)
AC 24 all-around vision; Fort +13, Ref +12, Will +13; +1 status to all saves vs. magic
HP 80; Immunities fear; Weaknesses unholy 5
Archon's Protection [reaction] Trigger An enemy damages the archon's ally and both are within 15 feet of the archon; Effect The ally gains resistance 5 to all damage against the triggering damage and the archon can make a Strike against the enemy.
Speed 35 feet
Melee [one-action] horn +15 [+10/+5] (holy, magical), Damage 1d8+2+9 piercing plus PushRanged [one-action] composite longbow +16 [+11/+6] (holy, deadly d10, magical, propulsive, range increment 100 feet, volley 30 feet), Damage 1d8+2+7 piercingDivine Innate Spells DC 23 (+4 dmg); 4th translocate (×3); 2nd animal messenger (×3); 1st charm (animals only; ×3), sure strike (×3); Cantrips (2nd) light; Constant (5th) truespeech
Archon's Pursuit [two-actions] Frequency once per day; Requirements The qarna saw another creature teleport within the last round and has at least one translocate spell remaining; Effect The qarna casts one of their translocate spells, which is heightened to 5th rank and causes the qarna to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the qarna arrives as close as possible.Distracting Arrow [two-actions] (divine, mental) The qarna makes a composite longbow Strike. If it hits, the arrow lodges in the target and that creature's senses focus on the archon, leaving all else blurry. That creature takes a –2 status penalty to attack rolls and Perception checks against any target other than the qarna. The creature can Interact to remove the arrow, which ends the effect.Touch of Charity [one-action] (divine, healing, manipulate, vitality) The qarna touches a willing living creature to take on that creature's wounds. The qarna transfers up to 30 of their own HP to the touched creature. (The qarna can't transfer more HP than they currently have.)

All Monsters in "Archon"

NameLevel
Aesra (Legion Archon)7
Bastion Archon20
Giylea (Wheel Archon)16
Hound Archon4
Lantern Archon1
Qarna (Horned Archon)4
Rekhep (Shield Archon)10
Star Archon19
Trumpet Archon14
Zoaem (Ring Archon)1

Archon

Source Monster Core pg. 26
Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.

While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.

Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.

Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend long- forgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.

Sidebar - Additional Lore Archon Aesthetics

While archons do not seek to gather or maintain wealth, they do appreciate beauty and art, and their domains are often decorated with valuable crafts and creative works. They themselves are similarly ornate, and they always take time for proper maintenance after battle. Archons value care—and thus tidiness—in all things.

Sidebar - Additional Lore Archon Divinities

As with angels and azatas, the most powerful archons count among a group of demigods known collectively as empyreal lords. Each archon empyreal lord is a unique and powerful creature who keeps a domain somewhere in Heaven and is worshipped on mortal worlds. Archon divinities serve a variety of goals and focus on different aspects of righteousness. Some, such as Arqueros, hold influence over the defense of the innocent, while others, like Damerrich, demigod of executions, emphasize the punishment of unrepentant wrongdoers and seek to obliterate evil in all its forms.

Sidebar - Locations Heavenly Mountain

Though they can be found anywhere in their endless battle against fiends, archons originate in Heaven, a plane that appears as a single massive mountain. Heaven is broken into seven tiers, with most archons occupying the second level, Proelera, their base of army operations, or the sixth level, Iudica, the administrative heart of Heaven.