Legion Archon
Creature 7 — archon, celestial, holy
Pre-Remaster content. May include legacy alignment.
AnvilWeaverLANDAERIALarchoncelestialholy
Despite their flaming blades and heavy armor, legion archons are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers-especially fiends that embody the sin of wrath-legion archons don't hesitate in battle, mounting offensives under divine commanders like Iomedae. Archons are guardians of Heaven and enemies of chaos and evil. They openly fight back the spread of f
Source: pathfinder-bestiary (Pre-Remaster)
Perception +15; darkvision
Languages diabolic, draconic, empyrean; tongues
Skills acrobatics +13, athletics +14, diplomacy +16, intimidation +16, religion +14, survival +14
Str
+5
Dex
+2
Con
+4
Int
+1
Wis
+2
Cha
+5
Items Full Plate
AC 27
Fort +17
Ref +11
Will +15
+1 status to all saves vs. magic
HP 100
Resistances fire 15
Weaknesses unholy 10
Speed 30 feet, fly 60 feet
Offense
Melee Flame Of Justice (holy, magical, versatile-p) +18, Damage 2d10+5 slashing plus 1d6 spirit
Ranged Flame Of Justice (holy, magical, versatile-p) +15, range increment 30 feet, Damage 2d10+5 slashing plus 1d6 spirit
Abilities
Constant Spells — A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
+1 Status to All Saves vs. Magic —
Menacing Guardian (aura, divine) — 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 23 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.
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 — Damage Reduction 9
A legion archon can also make a Retributive Strike by throwing its flame of justice.
Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.
Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.
A legion archon can also make a Retributive Strike by throwing its flame of justice.
Trigger An enemy damages the monster's ally, and both are within 15 feet of the monster.
Effect The ally gains resistance to all damage against the triggering damage equal to 2 + the monster's level. If the foe is within reach, the monster makes a melee Strike against it.
Archon's Door — Once per day, if an archon sees another creature cast Translocate, it can cast an innate 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 used 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 used dimension door .
Flame of Justice (divine) — A legion archon's spirit of righteousness manifests in its hands as a mighty two-handed sword called the flame of justice.
A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon's hands again instantly.
On a critical hit, the fire damage from the flame of justice deals maximum damage (6 fire{6} on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage.
A legion archon can throw its flame of justice as a ranged weapon. If disarmed or thrown, the flame of justice vanishes after landing or dealing damage and reappears in the legion archon's hands again instantly.
On a critical hit, the fire damage from the flame of justice deals maximum damage (6 fire{6} on the d6) before being doubled for the critical hit, and the target takes 1d10 persistent fire damage.
Divine Innate Spells DC 24, attack +16
5th Tongues (Constant)
4th Dimension Door (At Will)
1st True Strike (×3)
Cantrips (5th) Light, Message
WORKS WELL WITH
CrasherLAND / AERIALThe Crasher's aggressive tempo forces enemies to split attention between the mobile threat and the Anvil's Menacing Guardian debuff zone.
SniperLAND / AERIALThe Sniper's ranged damage exploits the positional priority the Anvil creates, as enemies facing Retributive Strike cannot safely pursue the back line.
MenderLAND / AERIALThe Mender sustains the Anvil through prolonged engagements while the Anvil's high saves and damage reduction reduce the Mender's healing burden.
PUNISHES
✖ ally focus✖ clustering near allies
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Legion Archon in the encounter builder — free, no install.
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