Wheel Archon
Creature 16 (rare) — archon, celestial, holy
Pre-Remaster content. May include legacy alignment.
WeaverSniperLANDAERIALcelestialarchonholy
Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its appearance as a flying, armor-plated wheel of fire with eyes on each spoke. Wheel archons often serve as messengers or harbingers for the armies of heaven, as their stubborn, indomitable natures make them ill-suited for missions requiring diplomacy or tact. Indeed, they have a legendary intolerance and single-mindedness in the pursuit of the punishment of ev
Source: blood-lords-bestiary (Pre-Remaster)
Perception +28; darkvision, truesight 60 feet; discern lies
Languages diabolic, draconic, empyrean; tongues
Skills acrobatics +31, athletics +30, intimidation +29, religion +28, Warfare Lore +29
Str
+6
Dex
+9
Con
+6
Int
+5
Wis
+6
Cha
+3
AC 41
Fort +26
Ref +31
Will +28
+1 status to all saves vs. magic
HP 230
Weaknesses unholy 15
Speed 0 feet, fly 50 feet
Offense
Melee Slam (holy, magical, unarmed) +30, Damage 3d12+14 bludgeoning plus 1d6 spirit
Ranged Tongue of Flame (fire, good, holy, magical) +33, range 30 feet, Damage 3d4+8 fire 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 —
All-Knowing Eyes (aura, divine, mental, visual) — 30 feet. When a creature ends its turn in the aura, it must attempt a DC 34 Will save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. On a failed saving throw, a creature that is currently disguised or in a shape other than its true form also becomes Stupefied 1 until the end of its next turn.
Fiery Spokes (divine, fire, good, holy) — The wheel archon spins furiously, emitting a rain of divine fire. All creatures in a 60-foot emanation take 12d6 fire plus 5d6 spirit{12d6 fire damage and 5d6 spirit damage} (DC 37 Reflex). The wheel archon can't use Fiery Spokes for 1d4 rounds.
Focus Gaze (concentrate, divine, mental, visual) — The wheel archon fixes its gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 Will save against the wheel archon's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the wheel archon attempts to counter that magical disguise effect (counteract +29, 8th level). After attempting its save, the creature is then temporarily immune until the start of the wheel archon's next turn.
Divine Innate Spells DC 37, attack +29
8th Antimagic Field
7th Divine Decree
6th True Seeing (Constant), Zealous Conviction
5th Flame Strike, Prying Eye, Tongues (Constant)
4th Discern Lies (Constant), Divine Wrath
WORKS WELL WITH
AnvilLAND / AERIALAn anchored frontline keeps enemies inside the aura and Fiery Spokes emanation for maximum coverage.
CrasherLAND / AERIALForced movement pushes stragglers back into the emanation zone and into Focus Gaze range.
SnareLAND / AERIALImmobilized creatures cannot escape the aura or avoid the Fiery Spokes reflex blast.
PUNISHES
✖ clumping✖ low Will✖ deception reliance
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Wheel Archon in the encounter builder — free, no install.
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