Justice Archon Champion (CR 10)

Medium Outsider (Extraplanar, Good, and Lawful)
Alignment: Always lawful good
Initiative: +1(Dex); Senses: darkvision 60 ft., low-light vision, Listen +9, and Spot +9
Languages: Celestial, Draconic, Infernal, tongues


AC: 23 (+1 Dex, +2 natural, +10 armor and/or shield), touch 11, flat-footed 22
Hit Dice: 10d8+84 (129 hp); DR: 10/evil
Fort +19 (+23 against poison), Ref +12, Will +11
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 +10; Grapple +15
Attack: +1 greatsword +7/+2 (2d6+8/19-20)
Special Attacks/Actions: lay on hands 12 points/day, teleport (self plus 50 lb. of objects only), turn undead 6/day (+5, 2d6+4, 1st)
Paladin Spells Prepared (CL 2nd): 1st - divine favor
Spell-Like Abilities (CL 6th): At will - aid, continual flame, detect evil
Attack Options: aligned strike (good, lawful), justice strike, smite evil 1/day (+3 attack, +4 damage)
Abilities: Str 21, Dex 12, Con 24, Int 10, Wis 11, Cha 17
Special Qualities: Aura courage (10 ft., allies +4 against fear), magic circle against evil (10 ft.), menace (20 ft., Will DC 18 negates)
Immune disease, electricity, fear, petrification; SR 20
Feats: Iron Will, Improved Toughness, Lightning Reflexes, Weapon Focus (greatsword),
Skills: Concentration +16, Diplomacy +14, Intimidate +12, Knowledge (religion) +5, Knowledge (the planes) +9, Listen +9, Move Silently +5, Sense Motive +9, Spot +9, and Survival +0 (+2 on other planes)
Advancement: by character class
Climate/Terrain: Native to the Seven Mounting Heavens of Celestia
Organization: Usually found with a 6-8 justice archons, seeral squads of hound archons or a squad of sword arcons.
Treasure/Possessions: +2 full plate armor, +7 greatsword, amulet of natural armor +2

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).