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Archon Bastion

Rekheps, also known as shield archons, stand against any fiendish onslaughts on Heaven, but occasionally travel to the mortal Universe to protect the weak. Large formations of rekheps are a sight to behold as they lock their shield forms in place to face the wicked.

Recall Knowledge - Celestial (Religion): DC 37
Unspecific Lore: DC 35
Specific Lore: DC 32

Elite | Normal | Weak
Proficiency without Level

Archon BastionCreature 16

Uncommon Gargantuan Archon Celestial Holy Troop 
Source Battlecry! pg. 174
Perception +14; darkvision
Languages Diabolic, Draconic, Empyrean, Utopian; truespeech
Skills Athletics +16, Diplomacy +12, Intimidation +12, Religion +12, Survival +10
Str +6, Dex +2, Con +9, Int +3, Wis +5, Cha +5
AC 21 all-around vision; Fort +14, Ref +9, Will +12; +1 status to all saves vs. magic
HP 300 (4 segments); Thresholds 200 (3 segments), 100 (2 segments); Immunities fear; Weaknesses area damage 15, splash damage 15, unholy 15
Archon's Aegis [reaction] Trigger An enemy damages an ally of the archon bastion and both are within 15 feet of the archon bastion; Effect The ally gains resistance 20 to all damage against the triggering damage and the enemy takes 1d8+4 piercing damage (DC 18 basic Reflex save).Troop Defenses
Speed 30 feet, fly 60 feet; troop movement
Divine Innate Spells DC 18; 4th translocate (at will); 2nd share life (at will); Cantrips (8th) divine lance, message; Constant (5th) truespeech
Fearless Switch [two-actions] (teleportation) The archon bastion Strides so that at least one of its segments occupies the same space of a Large or smaller willing ally. That willing ally is then teleported to any open space it can fit into that is adjacent to any of the archon bastion's segments, using teleportation magic innate to the troop's individual shield archons. The archon bastion can move up to three allies in this fashion.Living Shields [one-action] The archon bastion grants each ally within a 5-foot emanation a +2 circumstance bonus to AC until that ally is no longer within the area or until the start of the archon bastion's next turn, whichever comes first. If the archon bastion uses Archon's Aegis against an attack against one of the shielded allies, the archon bastion gains the resistance and takes the damage rather than the ally.Smiting Lances [one-action] to [three-actions] (divine, holy) Frequency once per round; Effect The archon bastion engages in a uniform melee attack against each enemy in 10-foot emanation (DC 18 basic Reflex save). The damage depends on the number of actions. An unholy creature that fails its save against this effect takes an additional 2d6 spirit damage (or 1d6 spirit damage for the one-action version).
[one-action] 1d8+4 piercing damage
[two-actions] 3d8+14 piercing damage
[three-actions] 4d8+19 piercing damage

All Monsters in "Archon"

NameLevel
Aesra (Legion Archon)7
Archon Bastion16
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 1.1
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.