3e SRD:Celestial, Hound Archon
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|This material is published under the OGL|
|Size/Type:||Medium Outsider (Good, Lawful)|
|Hit Dice:||6d8+6 (33 hp)|
|Initiative:||+4 (Improved Initiative)|
|Speed:||40 ft. or 60 ft.*|
|AC:||19 (+9 natural)|
|Attacks:||Bite +8 melee, 2 slams +3 melee; or greatsword +8/+3 melee, bite +3 melee|
|Damage:||Bite 1d8+2, slam 1d4+1; greatsword 2d6+2, bite 1d8+1|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Spell-like abilities|
|Special Qualities:||Damage reduction 10/+1, SR 16, celestial qualities, scent, alternate form|
|Saves:||Fort +6, Ref +5, Will +6|
|Abilities:||Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12|
|Skills:||Concentration +8, Hide +7*, Jump +9, Listen +8, Move Silently +7, Sense Motive +8, Spot +7, Wilderness Lore +1*|
|Feats:||Improved Initiative, Track|
|Climate/Terrain:||Any land and underground|
|Organization:||Solitary, pair, or squad (3-5)|
|Treasure:||No coins; double goods; standard items|
|Alignment:||Always lawful good|
|Advancement:||7-9 HD (Medium-size); 10-18 HD (Large)|
Celestials speak Celestial, Infernal, and Draconic.
Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed at a Will save to resist its effects. The save DC varies with the type of archon. Those who fail suffer a -2 morale penalty to attacks, AC, and saves for one day or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by that archon’s aura for one day.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds archons, identical with the spell cast by a sorcerer whose level equals the archon’s Hit Dice. The effect can be dispelled, but the archon can create it again during its next turn as a free action. (The defensive benefits from the circle are not included in the statistics block.)
Teleport (Su): Archons can teleport without error at will, as the spell cast by a 14th-level sorcerer, except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All celestials can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level sorcerer. This ability is always active.
Immunities (Ex): All celestials are immune to electricity and petrification attacks. Devas, planetars, and solars are also immune to cold and acid.
All celestials receive a +4 racial bonus to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and 60-foot darkvision.
Spell-Like Abilities: At will: aid, continual flame, detect evil, and message. These abilities are as the spells cast by a 6th-level sorcerer.
Celestial Qualities: Aura of menace (save DC 16), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.
Alternate Form (Su): Hound archons can assume any canine form (except that of a werewolf or other lycanthrope) as a standard action. This ability is similar to the polymorph self spell but allows only canines.
*While in canine form, a hound archon gains the higher of the two listed speeds and a +4 circumstance bonus to Hide and Wilderness Lore checks.
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