Warden Archon (CR 8)
Large Outsider (Archon, Extraplanar, Good, and lawful)
Alignment: Always lawful evil
Initiative: +4 (Improved Initiative); Senses: darkvision 60 ft., low-light vision, scent, Listen +22, and Spot +22
Languages: Tongues SA
AC: 30 (-1 size, +12 natural, +9 +1 full plate of light fortification), touch 9, flat-footed 30
Hit Dice: 8d8+24 (60 hp); DR: 10/evil
Fort +9 (+13 against poison), Ref +6, Will +7
Speed: 40 ft. (30 ft. in full plate armor)
Space: 10 ft./10 ft.
Base Attack +8; Grapple +20
Attack: Claw +15 melee
Full Attack: 2 claws +15 melee and bite +10 melee
Damage: Claw 1d8+8, bite 2d6+4
Special Attacks/Actions: Rend 2d8+12, spell-like abilities
Abilities: Str 27, Dex 11, Con 17, Int 16, Wis 12, Cha 12
Special Qualities: Aura of menace, immunity to electricity and petrification, magic circle against evil, outsider traits, SR 25, teleport, uncanny dodge, unerring assay
Feats: Alertness; Improved Initiative; Power Attack
Skills: Climb +14, Concentration +14, Diplomacy +14, Jump +14, Knowledge (religion) +14, Knowledge (the planes) +14, Listen +22, Search +14, Sense Motive +12, Spot +22, Survival +1 (+3 following tracks or on other planes), Swim +9, and Tumble -3
Advancement: 9-18 HD (Large); 19-24 HD (Huge)
Climate/Terrain: Seven Mounting Heavens of Celestia
Organization: Solitary, pair, or squad (3-5)
Treasure/Possessions: No coins; double goods; half items
Book of Exalted Deeds
A warden archon's natural weapons, as well as any weapons is wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction.
Rend (Ex): if a warden archon hits a single target with both claws, it latches onto the opponent's body and tears the flesh. This attack deals 2d8+12 points of damage.
Spell-like Abilities: As will - aid, continual flame, detect scrying, detect thoughts (DC 13), locate creature, scrying (DC 16), see invisibility, true strike; 3/day - shield of the archons, true seeing (DC 16). Caster level 11th. The save DCs are Charisma-based.
Aura of Menace (Su): Will save DC 12 + 1/2 archon's Hit from class levels + archon's Charisma modifier.
Scent (Ex): A warden archon can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Uncanny Dodge (Ex): A warden archon retains its Dexterity bonus to AC even when flat-footed and cannot be flanked except by a 12th-level or higher rogue.
Unerring Assay (Su): A warden archon instinctively knows the alignment of any creature within 60 feet. Typical methods of masking alignment, such as misdirection or nondetection, have no effect upon a warden archons unerring assay.
Skills: A warden archon's keen senses give it a +1 racial bonus on Listen and Spot checks.
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).