3e SRD:Celestial, Trumpet Archon

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Trumpet Archon[edit]

Size/Type: Medium Outsider (Good, Lawful)
Hit Dice: 12d8+12 (66 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., Fly 90 ft. (good)
AC: 27 (+3 Dex, +14 natural)
Attacks: +4 greatsword +21/+16/+11 melee
Damage: +4 greatsword 2d6+11
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells, trumpet
Special Qualities: Damage reduction 10/+1, SR 29, celestial qualities
Saves: Fort +9, Ref +11, Will +11
Abilities: Str 20, Dex 17, Con 13, Int 16, Wis 16, Cha 16
Skills: Animal Empathy +15, Concentration +13, Escape Artist +15, Hide +15, Knowledge (any three) +15, Listen +15, Move Silently +15, Sense Motive +15, Spot +15
Feats: Blind-Fight, Cleave, Improved Initiative, Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, or squad (3-5)
Challenge Rating: 14
Treasure: No coins; double goods; standard items
Alignment: Always lawful good
Advancement: 13-18 HD (Medium-size); 19-36 HD (Large)
Celestials speak Celestial, Infernal, and Draconic.

Combat

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: detect evil, continual flame, and message. These abilities are as the spells cast by a 12th-level sorcerer.

Celestial Qualities: Aura of menace (save DC 19), magic circle against evil, electricity and petrification immunity, teleport, tongues, +4 save against poison.

Spells: Trumpet archons can cast divine spells from the cleric list and from the Air, Destruction, Good, Law, and War domains as 14th-level clerics (save DC 13 + spell level).

Lay on Hands (Su): This works just like the paladin’s ability, but the avoral can heal as much damage per day as its own undamaged hit point total.

Trumpet (Su): The archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed at a Fortitude save (DC 19) or be paralyzed for 1d4 rounds. The archon can also command its trumpet to become a +4 greatsword as a free action.

If the trumpet is ever stolen, it becomes a chunk of useless lead until the archon can recover it. Woe betide any thief caught with it.



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