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PFS StandardZoaem (Ring Archon)

These endlessly curious archons are formed from spinning wheels of golden light given corporeal shape. They serve as lookouts and mobile support troops for the archon legions, at times uniting to form powerful warriors of light called gestalts. Larger collectives of zoaems can even temporarily fuse into greater archons, approaching the power of the first zoaem, which broke itself apart to serve Heaven more efficiently.

Recall Knowledge - Celestial (Religion): DC 15
Unspecific Lore: DC 13
Specific Lore: DC 10

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 ZoaemCreature -1

Small Archon Celestial Holy 
Source Monster Core pg. 26
Perception +6; darkvision
Languages Diabolic, Draconic, Empyrean, Utopian
Skills Acrobatics +6, Intimidation +4, Religion +4
Str -5, Dex +3, Con +1, Int -1, Wis +1, Cha +1
AC 14; Fort +4, Ref +8, Will +2
HP 10 (all-around vision); Immunities fear; Resistances fire 3; Weaknesses unholy 3
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 3 to all damage against the triggering damage and the archon can make a Strike against the enemy.
Speed fly 40 feet
Ranged [one-action] eye ray +6 [+2/-2] (agile, fire, holy, magical, range 30 feet), Damage 1d8-2 fireDivine Innate Spells DC 15 (-4 dmg); 4th read omens; 1st heal; Cantrips (1st) light
Behold! [two-actions] (concentrate, illusion, incapacitation, visual) Frequency once per hour; Effect The zoaem's rings and wings move in a complex pattern, mesmerizing creatures in the zoaem's choice of a 10-foot emanation or a 5-foot burst within 60 feet. Each creature must succeed at a DC 15 Will save or be fascinated with the zoaem for 1 minute and stunned 1 (or stunned for 1 round on a critical failure).Light of Truth [one-action] (concentrate, divine, light) The zoaem shines an intense light of truth, as revealing light but in a 60-foot line. Against creatures affected by this light, the zoaem and their allies gain a +1 status bonus to damage rolls and Recall Knowledge checks. The zoaem can't use Light of Truth again for 1d4 rounds.

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.