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Horned Archon

Horned archons 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 muscular humans with the head, horns, and legs of a stag. When requested to do so by their patrons, especially Erastil, they journey to the Material Plane and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost children, and driving off evil creatures. Because they roam the wilds of Nirvana and Elysium, horned archons are among the best at understanding the perspectives of other celestials.

Recall Knowledge (Religion): DC 19

Horned ArchonCreature 4

LGMediumArchonCelestial
Source Bestiary pg. 27
Perception +11; darkvision
Languages Celestial, Draconic, Infernal; tongues
Skills Acrobatics +12, Nature +11, Religion +9, Stealth +10, Survival +11 (+15 to Track)
Str +3, Dex +4, Con +3, Int +1, Wis +3, Cha +1
Items composite longbow (20 arrows)
AC 22, Fort +11, Ref +10, Will +11; +1 status to all saves vs. magic
HP 65; Weaknesses evil 5
Menacing Guardian (aura, divine, enchantment) 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 19 Will save. On a failure, they take a –1 status penalty to attack rolls, spell rolls, and damage rolls against any other target while in the aura for 24 hours or until they damage the archon, whichever comes first. On a critical failure, they can’t use hostile actions against any other target while in the area for 24 hours or until they damage the archon, whichever comes first. Regardless of the result, a creature is then temporarily immune to further menacing guardian auras for 24 hours.
Retributive Strike ReactionReaction A horned archon can also make a Retributive Strike with its composite longbow.
Speed 35 feet
Melee Single ActionSingle Action horn +11 (magical), Damage 2d8+3 piercing plus 1d6 good and PushRanged Single ActionSingle Action composite longbow +14 (deadly 1d10, magical, range increment 100 feet, reload 0, volley), Damage 1d8+4 piercing plus 1d6 goodDivine Innate Spells DC 21; 4th dimension door (x3); 2nd animal messenger (x3); 1st charm (animals only; x3), true strike (x3); Cantrips (2nd) dancing lights; Constant (5th) tongues
Archon's Door Once per day, if an archon sees another creature cast dimension door, it can cast an innate 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 used dimension door.Touch of Charity Single ActionSingle Action (healing, manipulate, necromancy) A horned archon can touch another creature to take on that creature’s wounds, transferring up to 30 of the horned archon’s HP to the touched creature. The horned archon can’t transfer more HP than it currently has.

All Monsters in "Archon"

NameLevel
Horned Archon4
Lantern Archon1
Legion Archon7
Shield Archon10

Archon

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.

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.

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.

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.

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.