Perception +11; darkvision
Languages Celestial, Draconic, Infernal;
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 A horned archon can also make a Retributive Strike with its composite longbow.
Speed 35 feet
Melee horn +11 (magical), Damage 2d8+3 piercing plus 1d6 good and Push
Ranged composite longbow +14 (deadly 1d10, magical, range increment 100 feet, reload 0, volley), Damage 1d8+4 piercing plus 1d6 good
Divine Innate Spells DC 21; 4th,
(×3); 2nd (×3); 1st (animals only; ×3), (×3); Cantrips (2nd) ; Constant (5th)Archon’s Door Once per day, if an archon sees another creature cast
, it can cast an innate (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon’s . If the archon’s has enough distance, the archon appears the same distance and direction from the creature as before either used .Touch of Charity (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.
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.