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Shield Archon

Creature 10 — archon, celestial, holy

Pre-Remaster content. May include legacy alignment.

AnvilLANDAERIALarchoncelestialholy

Shield archons defend the fortresses of Heaven against fiendish incursions. They wield their spears and shields in massive formations capable of withstanding any onslaught. Beneath their armor, they are sheathed in skin of steel. Given their tremendous strength and imposing stature, shield archons are ideal guardians of the meek and are sometimes summoned to the Material Plane to ward off the attacks of great numbers of evildoers. Archons are guardians of Heaven and enemies of chaos and evil. T

Source: pathfinder-bestiary (Pre-Remaster)

Perception +19; darkvision
Languages diabolic, draconic, empyrean; tongues
Skills athletics +21, diplomacy +19, intimidation +19, religion +19, survival +17
Str
+5
Dex
+1
Con
+7
Int
+2
Wis
+3
Cha
+3
Items Spear, Sturdy Shield (Lesser), Full Plate
AC 31 Fort +23 Ref +15 Will +19 +1 status to all saves vs. magic
HP 125
Weaknesses unholy 10
Speed 30 feet, fly 60 feet

Offense

Melee Holy Striking Spear (holy, magical, reach-10) +22, Damage 2d6+10 piercing

Abilities

Morphic Hands (divine) — A shield archon's hands can change into a +1 Holy Striking spear and a Lesser Sturdy Shield or back into hands.

Transforming does not restore any HP to the items, and if either the weapon or shield is fully destroyed, the archon loses that hand until it receives a Regenerate spell or similar magic.

If a shield archon is slain, its weapon and shield can be taken, but they fade into nothingness after 24 hours.
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
Living Shield — A shield archon's shield is the focal point of its courage and soul. It always has its shield raised without needing to Raise a Shield, and it can use Shield Block as a free action instead of a reaction (Hardness 10, HP 80). A shield archon can trigger its Shield Block free action when an ally within 10 feet is the target of an attack, reducing damage to that ally instead of itself but otherwise following the normal rules of Shield Block.
Menacing Guardian (aura, divine) — 30 feet. Enemies that start their turn in the area or enter it must attempt a DC 27 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 StrikeDamage Reduction 12

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.
Shield Block
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 .
Courageous Switch — When a shield archon uses its Translocate innate spell, it can choose to move into the space of a willing ally it can see within range. If it does so, the ally switches places with the archon, appearing in the space the archon just vacated, as if it too had cast Dimension Door.
Divine Innate Spells DC 27, attack +19
5th Tongues (Constant)
4th Dimension Door (At Will)
2nd Shield Other (×3)
1st True Strike (×3)
Cantrips (5th) Message

WORKS WELL WITH

MenderLAND / AERIALThe Mender's healing addresses the attrition tension as the Anvil absorbs repeated strikes behind its always-raised shield.
SniperLAND / AERIALThe Sniper resolves the priority tension by punishing enemies that split attention between the Anvil and the backline.
WeaverLAND / AERIALWeaver battlefield control amplifies the positioning tension that the Anvil's Menacing Guardian aura punishes.

PUNISHES

✖ focusing allies✖ single-target burst✖ backline isolation
anvil
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 Bestiary.

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