Pathfinder RPG Reference Document
Pathfinder Reference Document

Archon, Harbinger

What appears to be a miniaturized orrery zips through the air, with thin, sharp blades flashing periodically from within.

Harbinger Archon CR 2

XP 600

LG Tiny outsider (archon, extraplanar, good, lawful)

Init +6; Senses darkvision 60 ft., detect evil, low-light vision; Perception +7

Defense

AC 16, touch 15, flat-footed 13 (+2 Dex, +1 dodge, +1 natural, +2 size)

hp 16 (3d10)

Fort +1, Ref +5, Will +4; +4 vs. poison

DR 5/evil; Immune electricity, petrification

Offense

Speed fly 50 ft. (perfect)

Melee 3 blades +4 (1d4–1)

Space 2-1/2 ft.; Reach 0 ft.

Special Attacks wrath

Spell-Like Abilities (CL 6th; concentration +7)

Constant—detect evil

At will—dancing lights (duration lasts until dismissed)

3/day—cure light wounds, protection from evil

1/week—commune (CL 12th, 6 questions)

Statistics

Str 6, Dex 15, Con 11, Int 10, Wis 13, Cha 12

Base Atk +3; CMB +3; CMD 12

Feats Dodge, Improved Initiative

Skills Diplomacy +7, Fly +20, Knowledge (planes) +6, Knowledge (religion) +6, Perception +7, Sense Motive +7

Languages Celestial, Draconic, Infernal; truespeech

SQ disassemble, minor archon

Ecology

Environment any (Heaven)

Organization solitary, pair, or constellation (3–12)

Treasure none

Special Abilities

Blades (Ex) A harbinger can extend blades from its body to strike with as primary natural attacks. These blades possess a +1 enhancement bonus on attack and damage rolls, and are treated as both magic and good-aligned for the purposes of penetrating damage reduction.

Disassemble (Su) As a move-equivalent action, a harbinger can break apart into its components. This is treated as gaseous form, except the archon retains its full flight speed and DR, and cannot fit through gaps smaller than 1 inch in diameter. Reforming into an orrery is a standard action.

Minor Archon (Ex) Harbinger archons lack the aura of menace and teleport abilities of more powerful archons.

Wrath (Su) Once per minute, a harbinger archon can emit a blast of energy that deals 2d6 points of force damage to adjacent creatures. A DC 12 Reflex save halves this damage. The harbinger can choose to omit any target from this blast that it desires, damaging only those foes it chooses. The save DC is Charisma-based.

Though counted among the least of the archons, harbingers nonetheless remain steadfast in their dedication to combating evil. These tiny beings serve as heralds and assistants for the forces of Heaven. While on the Material Plane, they advise mortals on how best to serve the causes of order and light. Some even venture to the other Outer Planes as minor ambassadors. Harbingers can also be bound into service as familiars, a role they accept eagerly, taking full responsibility for guiding their masters' souls toward salvation. A spellcaster must have the Improved Familiar feat, a lawful good alignment, and be an arcane caster level of 7th or higher to gain a harbinger familiar.

A harbinger resembles a whirling mechanical model of a planetary system. Its sun, moons, and planets are crafted of tiny glowing jewels whose color shifts with the harbinger's mood. Electric arcs and sparks of magical essence dance between its whirling pieces. The harbinger can dismantle itself into its component parts to squeeze through tiny gaps, its rings dissolving into glowing vapor while its star and planets remain. Harbingers shed light as brightly as a torch under normal conditions, but can dim to a faint glow if desired, and frequently spin off bits of their essence into dancing lights.

A harbinger archon's voice resembles the ringing of a dozen tiny bells, and regardless of the language the archon speaks, it retains that tinkling musical quality.

Most harbinger archons form from souls that led simple lives of wisdom and piety before their deaths. They remember nothing of their mortal existences, but retain a decidedly practical, if parochial, view of worldly matters. Only rarely does a harbinger want for a parable or proverb apropos to the task at hand.

Archon, Legion

This celestial knight bears a flaming blade as it flies through the air on metallic wings that seem to grow from its armor.

Legion Archon CR 7

XP 3,200

LG Medium outsider (archon, extraplanar, good, lawful)

Init +1; Senses darkvision 60 ft. detect evil, low-light vision; Perception +13

Aura aura of menace (DC 17)

Defense

AC 23, touch 11, flat-footed 22 (+9 armor, +1 Dex, +3 natural; +2 deflection vs. evil)

hp 76 (8d10+32)

Fort +10, Ref +3, Will +8; +4 vs. poison, +2 vs. evil

DR 10/evil; Immune electricity, petrification; SR 18

Offense

Speed 40 ft., fly 90 ft. (average)

Melee +1 flaming burst greatsword +13/+8 (2d6+5/17–20 plus 1d6 fire)

Ranged +1 flaming javelin +10 (1d6+4 plus 1d6 fire)

Special Attacks flames of faith

Spell-Like Abilities (CL 8th; concentration +11)

Constant—detect evil, magic circle against evil

At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message

3/day—align weapon, mirror image, versatile weapon

Statistics

Str 16, Dex 12, Con 19, Int 10, Wis 15, Cha 17

Base Atk +8; CMB +11; CMD 22

Feats Improved Bull Rush, Improved Critical (greatsword)B,Power Attack, Vital Strike, Weapon Focus (greatsword), Whirlwind AttackB

Skills Diplomacy +14, Fly +12, Intimidate +14, Knowledge (religion) +11, Perception +13, Sense Motive +9, Survival +9

Languages Celestial, Draconic, Infernal; truespeech

SQ second skin

Ecology

Environment any (Heaven)

Organization solitary, pair, or squad (3–12)

Treasure standard (masterwork full plate, other treasure)

Special Abilities

Flames of Faith (Ex) A legion archon can manifest a +1 flaming burst greatsword or +1 flaming javelin as a move-equivalent action. The legion archon's sword vanishes if it leaves its hand, and its javelin vanishes after striking or missing its target.

Second Skin (Ex) A legion archon is proficient in all forms of armor. It takes no reduction to its speed or any armor check penalties from wearing any sort of armor. Most legion archons wear full plate armor.

Where shield archons are the bulwarks of the armies of Heaven, legion archons are the swords, sent in file after file to match evil's boundless hordes.

Legion archons stand 6-1/2 feet in height and weigh 200 pounds. Beneath their helmets and armor, they have pale or nearly jet-black hairless skin. Their eyes burn bright with the flames of their faith, flaring brightest when they conjure forth their weapons. Regardless of the armor they choose to wear, their metallic wings merge with and extend beyond the armor, allowing them flight even when wearing the heaviest of protection.

Despite their warlike mien, legion archons prefer errands of peace and mercy. Their masters dispatch unarmed legion archons as celestial envoys, though still clad in their heavenly armor. In this fashion, they spread the word and love of Heaven to widely scattered realms.