All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


There is a Legacy version here.

PFS StandardAesra (Legion Archon)

Despite their flaming blades and ring of unblinking eyes, aesras are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers aesras don't hesitate in battle, mounting offensives under divine commanders like Iomedae.

Recall Knowledge - Celestial (Religion): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

AesraCreature 7

Medium Archon Celestial Holy 
Source Monster Core pg. 27
Perception +8; darkvision
Languages Diabolic, Draconic, Empyrean, Utopian; truespeech
Skills Acrobatics +6, Athletics +7, Diplomacy +9, Intimidation +9, Religion +6, Survival +7
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +5
Items full plate
AC 20 all-around vision; Fort +10, Ref +4, Will +8; +1 status to all saves vs. magical
HP 100; Immunities fear; Resistances fire 15; 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 10 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] flame of justice +11 [+6/+1] (holy, magical, versatile P), Damage 2d10+5 slashing plus 1d6 fire and flame of justiceRanged [one-action] flame of justice +8 [+3/-2] (holy, magical, range increment 30 feet, versatile P), Damage 2d10+5 slashing plus 1d6 fire and flame of justiceDivine Innate Spells DC 17; 4th translocate (at will); 1st sure strike (×3); Cantrips (4th) light, message; Constant (5th) truespeech
Flame of Justice (divine, holy) An aesra's spirit of righteousness manifests as a two-handed sword of fire. If disarmed or thrown as a ranged weapon, the flame of justice vanishes after landing or dealing damage and reappears in the aesra's hands again instantly. On a critical hit, the target also takes 2d6 persistent fire damage.Flaming Slash [two-actions] (divine, fire, holy, manipulate) The aesra sweeps their sword, creating a 15-foot cone of sacred flame that deals 5d6 fire damage with a DC 16 basic Reflex save.Maintain Formation When an aesra casts translocate, they can bring an adjacent willing archon along with them. That archon appears in an empty space adjacent to the aesra's new space.

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.