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Star Archon

Creature 19 — archon, celestial, holy

Pre-Remaster content. May include legacy alignment.

CrasherAnvilLANDAERIALarchoncelestialholyfire

Embodiments of the virtue of prudence, star archons serve as philosophers and administrators, and in times of war as the tacticians, strategists, and generals of archon armies. Star archons burn with the glory and intensity of a sun, and their sense of duty and desire to defeat evil are as indefatigable as the light of the stars. While their dazzling intellects and unmatched strategic cunning make them most useful in war rooms rather than on battlefields, star archons are fierce opponents when m

Source: pathfinder-bestiary-2 (Pre-Remaster)

Perception +35; darkvision, truesight 60 feet
Languages diabolic, draconic, empyrean; tongues
Skills acrobatics +31, arcana +33, athletics +37, diplomacy +33, intimidation +33, occultism +33, religion +37, society +33, Warfare Lore +39
Str
+8
Dex
+9
Con
+6
Int
+9
Wis
+9
Cha
+6
Items +2 Greater Striking Starknife, Full Plate
AC 43 Fort +31 Ref +34 Will +34 +1 status to all saves vs. magic
HP 400
Resistances fire 15
Weaknesses unholy 15
Speed 35 feet, fly 75 feet

Offense

Melee Returning Starknife (agile, deadly-d8, finesse, good, holy, magical, reach-10, versatile-s) +38, Damage 3d4+16 piercing plus 2d6 spirit plus 3d6 fire
Ranged Starknife (agile, deadly-d8, good, holy, magical, thrown-60, versatile-s) +38, Damage 3d4+16 piercing plus 2d6 spirit plus 3d6 fire

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
Blinding Soul (divine, light, visual) — Whenever the star archon takes slashing damage, bright light pours from their wounds. Non-archons within 10 feet must attempt a DC 38 Fortitude save.

On a failure, a creature is Dazzled for 1 round. On a critical failure, the creature is Blinded for 1d4 rounds instead.

The creature is then temporarily immune for 1 round.
Explosive Rebirth (death, divine, fire, good) — When killed, the star archon explodes in a blinding flash of holy energy that deals 12d6 fire plus 12d6 spirit{12d6 fire damage and 12d6 spirit damage} to anything in a 100-foot emanation, with a DC 40 Reflex save.

A non-archon creature that sees the explosion and critically fails its save is permanently Blinded as well.

The slain star archon reincarnates 1d4 rounds later as a shield archon.
Retributive StrikeDamage Reduction 21

A star archon can also make a Retributive Strike by throwing its starknife, and the enemy and ally can be within 60 feet instead of 15 feet.

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 dimension door, the archon can use Translocate (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.
Prudent Asterism — The star archon calculates a celestial constellation and sends their starknife flying along that path from one foe to the next. It makes a starknife Strike against a target within 60 feet. If the Strike hits, it can make another Strike at a different target within 60 feet of the first target, and so on, until it misses with a Strike or runs out of targets it hasn't attacked within range of the most recent target.

The star archon can attack a given target only once per use of this ability. These attacks don't apply any range increment penalty, and the star archon resolves all the attacks before increasing the multiple attack penalty.
Divine Innate Spells DC 43, attack +33
9th Blindness, Implosion, Sunburst
7th Prismatic Spray
6th True Seeing (Constant)
5th Sending, Tongues (Constant)
4th Dimension Door (At will)
1st Heal

WORKS WELL WITH

AnvilLAND / AERIALAnvil draws enemy attention so the Archon can reposition freely and line up Prudent Asterism chains between foes.
WeaverLAND / AERIALWeaver nudges enemies into tighter clusters so the starknife chains reliably across multiple targets.
FlankerLAND / AERIALFlanker brackets enemies from a separate angle, forcing divided defensive priorities while the Archon exploits the resulting openings.

PUNISHES

✖ clumping✖ melee-reliance✖ focus-fire
Another Crasher competes for the same kill window without adding defensive coverage.
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 2.

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