Archon, Trumpet (CR 17/MR 7)

Lithe and beautiful, with skin the color of marble, this being hovers upon powerful, white wings and radiates a sense of serenity.

Mythic Trumpet Archon (CR 17/MR 7)
XP 102,400
Pathfinder Roleplaying Game Bestiary
LG Medium outsider (archon, extraplanar, good, lawful, mythic)
Init +14/−6MF, dual initiativeMA; Senses darkvision 60 ft., low-light vision; Perception +24
Aura aura of menace (DC 22), magic circle against evil

Defense

AC 34, touch 13, flat-footed 31 (+3 Dex, +21 natural; +2 deflection vs. evil)
hp 245 (14d10+168)
Fort +16, Ref +9, Will +16; +4 vs. poison, +2 resistance vs. evil
Defensive Abilities soundproofMA; DR 10/epic and evil; Immune electricity, petrification, sonic; SR 32

Offense

Speed 40 ft., fly 90 ft. (good)
Melee +4 thundering greatsword +24/+19/+14 (2d6+13/19-20)
Special Attacks crystal noteMA, heavenly hierophantMMA, mythic power (7/day, surge +1d10), sonic steelMA, thunderous blastMA, trumpet

Spell-Like Abilities (CL 14th, concentration +17)
Constant—magic circle against evil
At will—aid, continual flame, detect evil, greater teleport (self plus 50 lbs. of objects only), message
11/day—touch of good, touch of law

Spells Prepared (CL 14th, concentration +21)
7th—mass cure serious wounds (2), holy wordD (DC 24), waves of ecstasy (DC 24)
6th—banishmentMS (DC 23), blade barrierD (DC 23), cold ice strike (DC 23), healMS (2)
5th—dispel evilD (DC 22), holy ice, mass cure light woundsMS, plane shift (DC 22), raise dead
4th—blessing of fervor, dismissal (DC 21), divine powerMS, holy smiteD (DC 21), neutralize poison, spell immunityMS
3rd—cure serious wounds (2), daylight, dispel magic, invisibility purgeMS, magic circle against chaosD, magic vestmentMS, protection from energy
2nd—align weaponD, bull’s strength, consecrate, cure moderate wounds (2), lesser restoration (2), owl’s wisdom
1st—bless, cure light wounds (2), divine favor, protection from lawD, sanctuary (DC 18), shield of faith
0 (at will)—detect magic, purify food and drink, stabilize, virtue
D: Domain spell; Domains Good, Law; MS: Mythic Spell

Statistics

Str 22, Dex 17, Con 25, Int 16, Wis 24, Cha 17
Base Atk +14; CMB +20; CMD 33
Feats Blind-FightMF, Cleave, Combat Reflexes, Improved InitiativeMF, Lightning Reflexes, Mythic Spell LoreMF, Persuasive, Power AttackMF
Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle Animal +20, Knowledge (religion) +20, Perception +24, Perform (wind instruments) +20, Sense Motive +26, Stealth +20
Languages Celestial, Draconic, Infernal; truespeech
SQ melodies of heavenMA

Ecology

Environment any (Heaven)
Organization solitary, pair, or squad (1 mythic trumpet archon and 3–5 trumpet archons)
Treasure standard

Special Abilities

Crystal Note (Su) As a standard action, a mythic trumpet archon can target a single non-good creature within 100 feet with a focused blast from its trumpet, whose harmonics are of such eldritch purity that the target is transmuted into a statue of pure crystal. This functions as flesh to stone, but the resulting statue has hardness 0. If the target succeds at a DC 24 Fortitude save, its body is not transmuted but it takes 1d4 points of Dexterity damage and is staggered for 1 round. The archon can instead target a single object or mass of solid material no larger than a 10-foot cube; that object or material is transmuted to crystal that shatters to powder 1 round later (treat as disintegrate). After using this ability, a mythic trumpet archon must wait 1d4 rounds before using it again, though it can expend one use of its mythic power to eliminate this delay. The save DC is Wisdom- based.

Heavenly Hierophant (Ex) A mythic trumpet archon gains the Good and Law domains, including domain spells and the following domain powers: holy lance (2/day, 7 rounds), staff of law (2/day, 7 rounds), touch of good (11/day, +7 sacred bonus), and touch of law (11/day). As a full-round action, a mythic trumpet archon can bestow the effects of holy lance and staff of law simultaneously on the same weapon. As a full-round action, it may also bestow the benefits of touch of good and touch of law simultaneously on a creature. If the archon expends one use of its mythic power, it may expend as many rounds of each effect as it wishes, up to the maximum allowed per day; the effect of each persists for that many rounds.

Melodies of Heaven (Su) A mythic trumpet archon gains the following bardic performances, functioning as though she were a 14th-level bard: countersong, fascinate, inspire competence +4, inspire courage +3, inspire greatness.

Activating a performance is a swift action, and she can use this ability for up to 33 rounds per day. When the archon ends a performance, as a swift action she can expend up to 7 rounds of performance; the effects of the performance continue for that duration even though she is no longer maintaining it. In addition to these performances, a mythic trumpet archon may select spells from the bard spell list as well as the cleric spell list; these spells are considered divine spells when cast by a mythic trumpet archon.

Sonic Steel (Su) A mythic trumpet archon can command its trumpet to become a +4 thundering greatsword or a +4 clangorous heavy steel shield as a free action.

Soundproof (Ex) Mythic trumpet archons are immune to sonic damage and cannot be deafened or stunned by sonic effects.

Spells Trumpet archons can cast divine spells as 14th-level clerics.

Thunderous Blast (Su) As a standard action, a mythic trumpet archon can unleash a blast on its trumpet equivalent to shout (DC 20), and may expend one use of its mythic power in order to duplicate the effect of mythic shout or two uses of its mythic power to duplicate the effect of greater shout (DC 20). The save DC is Charisma-based.

Trumpet (Su) All creatures except archons within 100 feet of the trumpet’s blast must succeed on a DC 20 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action. Out of the archon’s hands, it is a chunk of useless metal.

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