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There is a Legacy version here.

PFS StandardRekhep (Shield Archon)

Rekheps are the living shields that defend Heaven against fiendish incursions. They tile together in massive formations capable of withstanding any onslaught. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the mortal Universeto ward off the attacks of great numbers of evildoers.

Recall Knowledge - Celestial (Religion): DC 27
Unspecific Lore: DC 25
Specific Lore: DC 22

Elite | Normal | Weak
Proficiency without Level

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

Weak RekhepCreature 9

Large Archon Celestial Holy 
Source Monster Core pg. 28
Perception +19; darkvision
Languages Diabolic, Draconic, Empyrean, Utopian; truespeech
Skills Athletics +19, Diplomacy +17, Intimidation +17, Religion +17, Survival +15
Str +5, Dex +1, Con +7, Int +2, Wis +3, Cha +3
Items +1 striking lance
AC 29 all-around vision; Fort +21, Ref +13, Will +17; +1 status to all saves vs. magic
HP 130; Immunities fear; Weaknesses unholy 10
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 15 to all damage against the triggering damage and the archon can make a Strike against the enemy.
Speed 30 feet, fly 60 feet
Melee [one-action] holy lance +20 [+15/+10] (deadly d8, divine, holy, jousting d6, reach 10 feet), Damage 2d8-2+11 piercing plus 1d4 spirit (or 2d4 spirit vs. an unholy target)Divine Innate Spells DC 25 (-4 dmg); 4th translocate (at will); 2nd share life (×3); 1st sure strike (×3); Cantrips (5th) divine lance, message; Constant (5th) truespeech
Archon's Pursuit [two-actions] Frequency once per day; Requirements The rekhep saw another creature teleport within the last round and has at least one translocate spell remaining; Effect The rekhep casts one of their translocate spells, which is heightened to 5th rank and causes the rekhep 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 rekhep arrives as close as possible.Courageous Switch When a rekhep uses their translocate innate spell, they can choose to move into the space of a willing ally they can see within range. If they do, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast translocate.Holy Armament (divine, holy) Any weapon gains the holy rune while the rekhep wields it.Living Shield [one-action] The rekhep grants an adjacent ally a +2 circumstance bonus to AC until they're no longer adjacent or until the start of the archon's next turn, whichever comes first. When the rekhep uses Archon's Protection against an attack against the shielded ally, the rekhep gains the resistance and takes the damage rather than the ally.Terrifying Smite [two-actions] (emotion, fear, mental) The rekhep makes a Strike against an enemy that has one of the rekhep's allies within its reach. On a hit, the target takes an additional 2d8 mental damage and is frightened 2. The extra damage and frightened value are doubled on a critical hit.

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.