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PFS StandardStar Archon

Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when motivated to enter the fray. Those who witness the self-sacrifice of a star archon and live to tell the tale describe the experience in terms that might befit the sight of a supernova at the instant the star collapses in on itself.

Recall Knowledge - Celestial (Religion): DC 39
Unspecific Lore: DC 37
Specific Lore: DC 34

Elite | Normal | Weak
Proficiency without Level

Star ArchonCreature 19

Legacy Content

LG Medium Archon Celestial 
Source Bestiary 2 pg. 23 2.0
Perception +35; darkvision, true seeing
Languages Celestial, Draconic, Infernal; tongues
Skills Acrobatics +31, Arcana +33, Athletics +37, Diplomacy +33, Intimidation +33, Occultism +33, Religion +37, Society +33, Warfare Lore +39
Str +8, Dex +9, Con +6, Int +9, Wis +9, Cha +6
Items +2 greater striking returning starknife, +2 greater resilient full plate
AC 43; Fort +31, Ref +34, Will +34; +1 status to all saves vs. magic
HP 400; Resistances fire 15; Weaknesses evil 15
Blinding Soul (divine, evocation, light, visual) Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save. On a failure, a creature is dazzled for 1 round. On a critical failure, the creature is blinded for 1d4 rounds instead. The creature is then temporarily immune for 1 round.Explosive Rebirth (death, divine, evocation, fire, good) When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire damage and 12d6 good damage to anything in a 100-foot emanation, with a DC 40 basic Reflex save. A non-archon creature that sees the explosion and critically fails its save is permanently blinded as well. The slain star archon reincarnates 1d4 rounds later as a shield archon.Retributive Strike [reaction] A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet.
Speed 35 feet, fly 75 feet
Melee [one-action] returning starknife +38 [+34/+30] (agile, deadly 1d8, finesse, good, magical, reach 10 feet, versatile S), Damage 3d4+16 piercing plus 2d6 good and 3d6 fireRanged [one-action] starknife +38 [+34/+30] (agile, deadly 1d8, good, magical, thrown 60 feet, versatile S), Damage 3d4+16 piercing plus 2d6 good and 3d6 fireDivine Innate Spells DC 43; 9th blindness, implosion, sunburst; 7th heal, prismatic spray; 5th sending; 4th dimension door (at will); Constant (6th) true seeing; (5th) tongues
Archon's Door Once per day, if an archon sees another creature cast dimension door, the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.Prudent Asterism [two-actions] The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target. The star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty.

All Monsters in "Archon"

Bastion Archon20
Horned Archon4
Hound Archon4
Lantern Archon1
Legion Archon7
Shield Archon10
Star Archon19
Trumpet Archon14
Archon, Wheel16


Source Bestiary pg. 26
Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of fiends but also quietly nurture the seeds of virtue within mortals, teaching the denizens of the Material Plane how to act with honor and integrity, enact just laws, and cast off sin and temptation.

Archons live in the immense seven-tiered mountain of Heaven. They manifest in the Garden at the mountain’s peak from mortal souls who answer a mysterious voice. There they swear to forever serve the cause of justice and transform into their new archon forms. Intensely orderly in their metamorphosis, new archons begin as lantern archons or other lesser forms, transforming into ever-greater archons as their virtue and achievements grow. Each archon represents a particular virtue, such as hope, charity, justice, or courage, and they gain strength in the presence of mortals who exemplify this virtue. Due to their extremely lawful nature, archons sometimes find themselves at odds with azatas.

Sidebar - Treasure and Rewards 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. Their armor and weapons are similarly ornate, and they always clean and polish their gear after battle. Archons value order—and thus tidiness—in all things.

Sidebar - Additional Lore Archon Divinities

As with angels and azatas, the most powerful of archons are a caste of demigods known collectively as empyreal lords. Each archon empyreal lord is a unique and powerful creature that keeps a domain somewhere in Heaven and is worshipped on Material Plane worlds. Archon divinities serve a variety of goals and focus on different aspects of righteousness. Some, such as Zohls, hold influence over the pursuit of truth and determined investigations, while others, like Damerrich, the demigod of executions, emphasize the punishment of unrepentant wrongdoers and seek to obliterate evil in all its forms.

Sidebar - Additional Lore Archon Evolutions

When a spirit becomes an archon, they usually start as a lantern archon, the lowliest of archonkind. As they perform noble deeds and bolster their pureness of heart, an archon evolves into greater forms, possibly skipping stages or remaining in others for long spans of time, depending on their particular strengths and personality.

Sidebar - Locations Archon Locations

While commonly found in Heaven, archons can also be encountered on the fiendish planes in their endless crusade against evil. On the Material Plane they are usually encountered as advisors or saviors to those in need.

Sidebar - Additional Lore Armored Archons

Always ready to defend others, most archons are never encountered out of their suits of armor. Even those who eschew armor, such as the bastion archon, tend to still appear as if they are wearing heavy protection against the scourge of battle.

Sidebar - Locations Heavenly Mountain

Archons reside in Heaven, a plane that appears as a single massive mountain. Heaven is broken into seven tiers, with most archons occupying the second level and base of army operations, Proelera, or the sixth level, Iudica, the administrative heart of Heaven.

Sidebar - Related Creatures Other Archons

Many other archons than those presented here patrol Heaven or crusade in the fiendish planes, including the resolute hound archon soldiers and sentinels, and the supreme bastion archons, who rank among Heaven’s most powerful defenders.