Owl Archon (CR 11)
Large Outsider (Archon, Extraplanar, Good, and lawful)
Alignment: Always lawful good
Initiative: +9 (+5 Dex, +4 Improved Initiative); Senses: darkvision 60 ft., Listen +19, and Spot +23
Languages: Tongues SA
AC: 24 (-1 size, +5 Dex, +10 natural), touch 14, flat-footed 19
Hit Dice: 10d8+40 (85 hp); DR: 10/evil
Fort +11(+15 against poison), Ref +14, Will +14
Speed: 30 ft., fly 90 ft. (good)
Space: 10 ft./10 ft.
Base Attack +10; Grapple +18
Attack: Claw +13 melee
Full Attack: 2 claws +13 melee and 1 bite +8 melee
Damage: Claw 1d8+3, Bite 1d6+1/19-20
Special Attacks/Actions: Eye rays, spell-like abilities, swoop
Abilities: Str 16, Dex 20, Con 18, Int 17, Wis 25, Cha 15
Special Qualities: Aura of menace, immunity to electricity and petrification, magic circle against evil, outsider traits, SR 25, stone to flesh, teleport
Feats: Flyby Attack; Improved Critical (bite); Improved Initiative; Lightning Reflexes
Skills: Concentration +15, Diplomacy +16, Escape Artist +17, Heal +19, Hide +13, Knowledge (the planes) +15, Listen +19, Move Silently +17, Search +15, Sense Motive +19, Spellcraft +15, Spot +23, Survival +7 (+9 following tracks or on other planes), and Use Rope +5 (+7 bindings)
Advancement: 11-20 HD (Large); 21-30 HD (Huge)
Climate/Terrain: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or swoop (3-5)
Treasure: No coins; double goods; standard items
Book of Exalted Deeds
An owl archon's natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction. Its claws and beak are also treated as silvered weapons for purposes of overcoming damage reduction.
Eye Rays (Su): Six times per day, an owl archon can shoot twin beams of silvery light from its eyes, striking an opponent within 120 feet. The owl archon must succeed on a ranged touch attack to hit, and any creature struck by the eye rays must make a DC 20 Fortitude save or be turned to stone. This ability's save DC is Constitution-base
Spell-like Abilities: At will - calm animals (DC 13), charm animal (DC 13), dispel magic, faerie fire, freedom of movement (self only; always active), speak with animals; 3/day - dismissal (DC 16), find the path (DC 18), greater dispel magic, neutralize poison (DC 16); 1/day - divine power, reincarnate. Caster level 12th. The save DCs are Charisma-based.
Swoop (Ex): The owl archon can execute a swoop attack that is similar to a charge action in all respects, except as noted here. The owl archon must fly toward its target for a minimum of 40 feet in a straight line, if the swoop attack succeeds, the owl archon can attempt to grapple the target without provoking an attack of opportunity or deal double claw damage (2d8+8 points) instead.
Aura of Menace (Su): Will save DC 17.
Stone to Flesh (Sp): An owl archon can use stone to flesh at will, as the spell (Fortitude DC 18 negates). When cast on a creature turned to stone by the archon's own eye rays (see above), the spell does not require the target to make a Fortitude save to survive the transformation. Caster level 12th.
Skills: An owl archon's keen vision gives it a +4 racial bonus on Spot checks. In areas of shadowy illumination, the bonus increases to +8.
Archons never attack without provocation. They avoid harming other good creatures if they can, using nonlethal spells or subdual attacks if possible. An angry archon can be wrath incarnate, however.
Archons prefer to meet a foe head-on if it is prudent to do so. If outmatched, they do what they can to even the odds (often employing hit-and run tactics or standing off and engaging a foe with magic before moving into melee).
Archon Traits: An archon possesses the following traits (unless otherwise noted in a creatures entry).
Darkvision out to 60 feet and low-light vision.
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 on a Will save to resist its effects. The save DC varies with they type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours 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 the same archon's aura for 24 hours.
Immunity to electricity and petrification.
+4 racial bonus on saves against poison.
Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon's Hit Dice). (The defensive benefits from the circle are not included in an archon's statistics block.)
Outsider Traits: An archon cannot be raised, reincarnated, or resurrected (though a limited wish, wish, miracle, or true resurrection spell can restore life). Darkvision 60 ft.
Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. This book assumes that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). An extraplanar creatures usually has a home plane mentioned in its description. These home planes are taken from the Great Wheel cosmology of the D&D game (see Chapter 5 of the Dungeon Master's Guide). If your campaign uses a different cosmology, you will need to assign different home planes to extraplanar creatures.
Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane; the transitive planes in the D&D cosmology are the Astral Plane, the Ethereal Plane, and the Plane of Shadow.
A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction).
A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction).