Bastion Archon
Creature 20 (rare) — archon, celestial, holy
Pre-Remaster content. May include legacy alignment.
The mightiest of archon-kind form in the heat of battle from incredibly uncommon circumstances. When a gathering of lantern archons converges into a gestalt in order to defend allies in a fight that seems all but lost, a fellow archon of significant strength-such as a star archon-can commit a brave act of self-sacrifice by dimensionally transposing itself with the gestalt. If the circumstances are just right and luck is with the archons, the result is not a glorious sacrifice, but instead the ea
Source: pathfinder-bestiary-2 (Pre-Remaster)
Perception +37
Skills athletics +38, diplomacy +34, intimidation +34, religion +32
Str
+10
Dex
+7
Con
+10
Int
+6
Wis
+8
Cha
+6
AC 47
Fort +38
Ref +31
Will +34
HP 280
Weaknesses unholy 15
Speed 70 feet
Offense
Melee Fist +40, Damage 4d8+20 bludgeoning plus 2d6 spirit
Abilities
Constant Spells — Constant Spells
+1 Status to All Saves vs. Magic —
Bastion Aura (aura, divine, good, healing) — 50 feet. All good-aligned creatures in the aura have fast healing 30 for as long as they remain in range, and they gain a +2 status bonus to attack rolls and damage rolls.
Retributive Strike — Damage Reduction 22
Retributive Strike
Ultimate Sacrifice (divine, good, healing) — If the bastion archon is slain by an evil creature, it explodes in a geyser of holy light, restoring 140 healing HP to all good-aligned creatures in a 40-foot emanation. The ground in the affected area is also subjected to a 10th rank Consecrate ritual, and the ground is consecrated for 10 years (or only 24 hours if the ultimate sacrifice took place in Hell, Abaddon, or the Abyss).
Archon's Door — Once per day, if an archon sees another creature cast Translocate, the archon can use dimension door (heightened to 5th level) within 1 round to attempt to follow that creature to the maximum distance of the archon's dimension door. If the archon's dimension door has enough distance, the archon appears the same distance and direction from the creature as before either creature used dimension door.
Blinding Beams —
Entrench (move) — The bastion archon locks itself in place, becoming voluntarily Immobilized. While Entrenched, the archon can't be forcibly moved or tripped, and it gains a +2 circumstance bonus to AC and Reflex saves. Entrench ends automatically as soon as the bastion archon uses another move action.
Holy Beam (divine, good, holy, incapacitation, light) — The bastion archon releases a blinding beam of holy light in a 500-foot line that deals 20d6 spirit damage to non-archons in the area, with a DC 38 Reflex save.
The bastion archon can't use Holy Beam again for 1d4 rounds.
**Critical Success** The creature is unaffected.
**Success** The creature takes half damage.
**Failure** The creature takes full damage and is Blinded for 1d4 rounds.
**Critical Failure** The creature takes double damage and is blinded permanently.
Spells
Air Walk (Constant) (rank 10)
Polar Ray (rank 10)
Sunburst (rank 10)
Tongues (Constant) (rank 10)
True Seeing (Constant) (rank 10)
Meteor Swarm (rank 9)
Prismatic Spray (rank 7)
True Target (rank 7)
Vibrant Pattern (rank 7)
Dimension Door (At will) (rank 4)
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