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Qarna

Creature 4 — archon, celestial, holy

MenderSniperLANDarchoncelestialholy

Qarnas 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 ornate statuesque creations with four stag-like heads and golden horns. When requested to do so by their allies, especially the god Erastil, they journey into the Universe and patrol dangerous frontier areas, secretly performing acts of kindness such as leading hunters to food, helping lost child

Source: pathfinder-monster-core

Perception +11; darkvision
Languages diabolic, draconic, empyrean, utopian; Truespeech
Skills acrobatics +12, athletics +11, intimidation +11, 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
AC 22 (all-around vision) Fort +11 Ref +10 Will +11 +1 status to all saves vs. magic
HP 65
Immunities fear-effects
Weaknesses unholy 5
Speed 35 feet

Offense

Melee Horn (holy, magical, unarmed) +13, Damage 1d8+9 piercing plus Push
Ranged Composite Longbow (deadly-d10, holy, magical, propulsive, volley-30) +14, range increment 100 feet, Damage 1d8+7 piercing

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.
All-Around Vision — This monster can see in all directions simultaneously and therefore can't be flanked.
+1 Status to All Saves vs. Magic
Archon's Protection
Archon's PursuitFrequency once per day

Requirements The qarna saw another creature teleport within the last round and has at least one Translocate spell remaining

Effect The qarna casts one of their translocate spells, which is heightened to 5th rank and causes the qarna to arrive in an unoccupied space it chooses within 30 feet of the creature it's pursuing. If the creature is too far away, the qarna arrives as close as possible.
Distracting Arrow (divine, mental) — The qarna makes a composite longbow Strike. If it hits, the arrow lodges in the target and that creature's senses focus on the archon, leaving all else blurry. That creature takes a –2 status penalty to attack rolls and Perception checks against any target other than the qarna. The creature can Interact to remove the arrow, which ends the effect.
Touch of Charity (divine, healing, manipulate, vitality) — The qarna touches a willing living creature to take on that creature's wounds. The qarna transfers up to 30 of their own HP to the touched creature. (The qarna can't transfer more HP than they currently have.)
Push
Divine Innate Spells DC 21, attack +13
5th Truespeech (Constant)
4th Translocate (×3)
2nd Animal Messenger (×3)
1st Charm (Animals Only) (×3), Sure Strike (×3)
Cantrips (5th) Light

WORKS WELL WITH

AnvilLANDA durable frontline body can absorb blows while this healer keeps the party topped up with life transfer from range.
SnareLANDA controller that keeps enemies distracted lets this archon's healing and taunting arrows go uncontested longer.
CrasherLANDA burst damage dealer benefits from allies staying topped off by the archon's life-transfer healing during a heavy exchange.

PUNISHES

✖ ranged reliance✖ isolated targets✖ standing still
Avoid stacking multiple Menders; healing output beyond what damage requires wastes actions better spent on offense.
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder Monster Core.

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