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Monsters

id240
NameCelestial:Trumpet Archon
SizeAndTypeMedium-Size Outsider (Good, Lawful)
HitDice12d8+12 (66)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed40 ft., Fly 90 ft. (good)
ArmorClass27 (+3 Dex, +14 natural)
Attacks+4 greatsword +21/+16/+11 melee
Damage+4 greatsword 2d6+11
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksSpell-like abilities, spells, trumpet, aura of menace
SpecialQualitiesDamage reduction 10/+1, SR 29, magic circle against evil, electricity and petrification immunity, teleport, tongues, poison saves, keen vision
Saves_Fort9
Saves_Ref11
Saves_Will11
AbilitiesStr 20, Dex 17, Con 13, Int 16, Wis 16, Cha 16
SkillsAnimal Empathy +15, Concentration +13, Escape Artist +15, Hide +15, Knowledge (any three) +15, Listen +15, Move Silently +15, Sense Motive +15, Spot +15
FeatsBlind-Fight, Cleave, Improved Initiative, Power Attack
ClimateAndTerrainAny land and underground
OrganizationSolitary, pair, or squad (3-5)
ChallengeRating_Value14
TreasureNo coins; double goods; standard items
AlignmentAlways lawful good
Advancement13-18 HD (Medium-size); 19-36 HD (Large)
Description

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 12th-level sorcerer.

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 with it.

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 60-foot darkvision.