Archon, Star (CR 23/MR 9)

This powerful humanoid floats in the air on a nimbus of pearly light. He grips a golden starknife in one hand.

Mythic Star Archon (CR 23/MR 9)
XP 204,800
Pathfinder Roleplaying Game Bestiary 2
LG Large outsider (archon, extraplanar, good, lawful, mythic)
Init +17/–3MF, dual initiativeMA; Senses darkvision 60 ft., detect evil, low-light vision, true seeing; Perception +31
Aura aura of courage, aura of menace (DC 27), magic circle against evil

Defense

AC 52, touch 14, flat-footed 47 (+12 armor, +3 Dex, +2 dodge, +21 natural, +5 shield, –1 size; +2 deflection vs. evil)
hp 403 (19d10+299); regeneration 10 (evil weapons and effects)
Fort +22, Ref +17, Will +18; +4 vs. poison, second saveMA
Defensive Abilities explosive rebirth; DR 10/epic and evil; Immune electricity, fire, charm, compulsion, fear, petrification; SR 39

Offense

Speed 40 ft., fly 120 ft. (good)
Melee +5 holy starknife +29/+24/+19/+14 (1d6+12/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks comet knifeMA, heavenly hierophantMMA, heavenly tacticianMA, mythic power (9/day, surge +1d10), nova flameMA, orbiting starbladeMA, smite evil 1/day (+6 attack and AC, +19 damage), star streakMA

Spell-Like Abilities (CL 19th; concentration +25)
Constant─detect evil, magic circle against evil, true seeing
At will─aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 23)
1/day─meteor swarm (DC 25), polar ray (DC 24), prismatic spray (DC 23), sunburst (DC 24)

Cleric Spells Prepared (CL 19th; concentration +29)
9th─implosion (DC 29), mass heal, miracle, overwhelming presence (DC 29), power word killD, MS
8th─dimensional lock, euphoric tranquility (DC 27), fire storm (DC 28), holy aura (DC 28), sunburstD (DC 28)
7th─destructionMS (2, DC 27), holy wordMS (2, DC 27), power word blindD, resurrection
6th─fire seedsD, greater dispel magic, heal, mass cure moderate woundsMS (3)
5th─break enchantment (2), breath of lifeMS (2), flame strikeD (DC 25), righteous mightMS
4th─blessing of fervor, cure critical wounds (3), death ward, divine powerMS, fire shieldD
3rd─cure serious wounds (3), daylightD, dispel magicMS (2), invisibility purge
2nd─cure moderate wounds (4), eagle’s splendor, spiritual weaponD, status
1st─cure light wounds (2), divine favor, entropic shield, faerie fireD, remove fear, sanctuary (DC 21), shield of faithMS
0 (at will)─guidance, resistance, stabilize, virtue
D Domain spell; Domains Light, Tactics; MS Mythic spell

Statistics

Str 24, Dex 19, Con 33, Int 20, Wis 30, Cha 23
Base Atk +19; CMB +27; CMD 42
Feats Cleave, Combat ReflexesMF, DodgeMF, Improved InitiativeMF, Intercept ChargeB, Iron Will, Lightning Reflexes, Mobility, Mythic Spell LoreMF, Power AttackMF, Shake It OffB, Stand Still, Wind Stance
Skills Diplomacy +28, Fly +25, Heal +18, Intimidate +28, Knowledge (arcana, engineering) +14, Knowledge (history, nature) +18, Knowledge (religion) +24, Perception +32, Sense Motive +32, Spellcraft +24, Stealth +19, Survival +20
Languages Celestial, Draconic, Infernal; truespeech
SQ celestial armamentariumMMA

Ecology

Environment any (Heaven)
Organization solitary or pair
Treasure double (+3 mithral full plate, +3 heavy mithral shield, +5 holy starknife)

Special Abilities

Celestial Armamentarium (Ex) A mythic star archon’s armor and shield are treated as +3 mithral full plate and a +3 heavy mithral shield while it wears them. The archon’s movement is not reduced by its armor and shield, and if it is struck with a ray or ranged touch attack created by an evil or chaotic creature, as an immediate action the archon can expend one use of its mythic power to negate the effect. They are non-magical mithral for any other wearer.

Explosive Rebirth (Su) When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex DC 30 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as an advanced shield archon.

Heavenly Hierophant (Ex) A mythic star archon gains the Sun domain (Light subdomain) and War domain (Tactics subdomain), including domain spells and the following domain powers: blinding flash (DC 28, 12/day), nimbus of light (19 rounds/day), seize the initiative (12/day), weapon master (12 rounds/day).

Heavenly Tactician (Ex) A mythic star archon gains two teamwork feats as bonus feats. As a swift action up to three times per day, the archon may grant one or both feats to allies within 30 feet for 1 minute. The archon chooses one teamwork feat to grant to its lawful allies, while the other is granted to good-aligned allies. Lawful good allies receive both feats.

Nova Flame (Su) A mythic star archon may choose to have any fire effect it creates deal one-half fire damage and one-half untyped energy damage that is not subject to fire resistance or immunity. If the effect already has this property, such as a flame strike spell, the archon may choose for all of the damage dealt by the effect to be fire damage or untyped energy damage. The archon may also expend mythic power to duplicate the mythic version (including augmented versions) of the effect.

Orbiting Starblade (Su) A mythic star archon’s starknife returns to its hand immediately after resolving a ranged attack, allowing it to make multiple ranged attacks with the starknife in the same round. In addition, the archon can expend one use of its mythic power to grant the starknife the dancing property, or to set the knife in orbit around itself for up to 9 rounds. While it is orbiting, any melee attack against the archon provokes an attack of opportunity from the starknife.

Star Streak (Su) Whenever a mythic star archon charges, it is engulfed in a coruscating trail of light. A creature struck by its charge attack is affected as if by its sunbeam spell-like ability. If the archon expends one use of its mythic power, its body and all its gear are transformed into radiant light during its charge, affecting a line up to 60 feet long as sunbeam before rematerializing at the end of its charge to make its charge attack. In this form, the archon can move through difficult terrain and through the space of other creatures without the need to make Acrobatics checks and without provoking attacks of opportunity for its movement. Archons are immune to this sunbeam effect.

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