Zoaem
Creature 1 — archon, celestial, holy
These endlessly curious archons are formed from spinning wheels of golden light given corporeal shape. They serve as lookouts and mobile support troops for the archon legions, at times uniting to form powerful warriors of light called gestalts. Larger collectives of zoaems can even temporarily fuse into greater archons, approaching the power of the first zoaem, which broke itself apart to serve Heaven more efficiently. Archons are guardians of Heaven and enemies of corruption. Before gods and t
Source: pathfinder-monster-core
Perception +6
Skills acrobatics +8, intimidation +6, religion +6
Str
-5
Dex
+3
Con
+1
Int
-1
Wis
+1
Cha
+1
AC 16
Fort +6
Ref +10
Will +4
HP 20
Immunities fear-effects
Resistances fire 3
Weaknesses unholy 3
Speed 0 feet, fly 40 feet
Offense
Ranged Eye Ray +8, Damage 1d8 fire
Abilities
All-Around Vision — All Around Vision
Archon's Protection —
Behold! (concentrate, illusion, incapacitation, visual) — Frequency once per hour
Effect The zoaem's rings and wings move in a complex pattern, mesmerizing creatures in the zoaem's choice of a 10-foot emanation or a 5-foot burst within 60 feet. Each creature must succeed at a DC 17 Will save or be Fascinated with the zoaem for 1 minute and Stunned 1 (or stunned for 1 round on a critical failure).
Light of Truth (concentrate, divine, light) — The zoaem shines an intense light of truth, as Revealing Light (DC 17 Reflex save) but in a 60-foot line. Against creatures affected by this light, the zoaem and their allies gain a +1 status bonus to damage rolls and Recall Knowledge checks. The zoaem can't use Light of Truth again for 1d4 rounds.
Spells
Read Omens (rank 4)
Heal (rank 1)
Light (rank 1)
Run Zoaem in the encounter builder — free, no install.
Open in PathfinderGM →