Justice Archon (CR 6)

Medium Outsider (Archon, Extraplanar, Good, and Lawful)
Alignment: Always lawful good
Initiative: +1(Dex); Senses: darkvision 60 ft., low-light vision, Listen +10, and Spot +10
Languages: Celestial, Draconic, Infernal, tongues


AC: 19 (+1 Dex, +8 armor and/or shield), touch 11, flat-footed 18
Hit Dice: 6d8+36 (63 hp); DR: 10/evil
Fort +10 (+14 against poison), Ref +8, Will +8
Speed: 20 ft. in full plate, base speed 30 ft.; fly 40 ft. (good) in full plate, base fly speed 60 ft.
Space: 5 ft.; Reach 5 ft.
Base Attack +6; Grapple +9
Attack: +7 greatsword +10/+5 (2d6+5/19-20)
Special Attacks/Actions:
Attack Options: aligned strike (good, lawful), justice strike
Abilities: Str 16, Dex 12, Con 21, Int 10, Wis 13, Cha 14
Special Abilities: teleport (self plus 50 lb. of objects only)
Spell-Like Abilities (CL 6th): At will - aid, continual flame, detect evil
Special Qualities: Aura: magic circle against evil (10 ft.), menace (20 ft., DC 17); Immune: electricity and petrification; SR 16
Feats: Iron Will, Improved Toughness, Lightning Reflexes,
Skills: Concentration +14, Diplomacy +13, Intimidate +11, Knowledge (the planes) +9, Listen +10, Move Silently +4, Sense Motive +10, Spot +10, and Survival +1 (+3 on other planes)
Advancement: Advancement by character class; Favored Class paladin
Climate/Terrain: Native to the Seven Mounting Heavens of Celestia
Organization: Solitary with chance of being accompanied by a celestial giant eagle or celestial giant owl, or in the ompany of other champions of good.
Treasure/Possessions: full plate armor, +7 greatsword

Source: Monster Manual IV

Tongues (Su) As the Tongues spell; continuous; caster level 14th.

Magic Circle against Evil (Su) As the Magic Circle against Evil spell; continuous; caster level 14th.

Aura of Menace (Su) -2 penalty on attack rolls, AC, and saves for 24 hours; Will save negates.

Justice Strike (Su) A justice archon that hits with a melee attack can choose to use this special ability instead of dealing normal weapon damage. Justice strike deals the damage of the struck opponent's primary melee attack. This damage includes effects that apply automatically on a hit, such as energy damage or poison, but not those from optional effects or feats, such as Power Attack.

Teleport (Su) As the Teleport spell; at will; caster level 14th.

Extraplanar Subtype

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.

Good Subtype

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).

Lawful Subtype

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).