Celestials speak Celestial, Infernal, and Draconic.
Spell-Like Abilities: At will: detect evil, continual flame,
and message. These abilities are as the spells cast by a
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).
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
Aura of Menace (Su): A righteous aura surrounds a trumpet archon
that fights or gets angry. Any hostile creature within a 20-foot radius
of the archon must succeed at a Will save (DC 19) to resist its effects.
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.
Poison Saves (Ex): All celestials receive a +4 racial bonus
to Fortitude saves against poison.
Keen Vision (Ex): All celestials have low-light vision and