This powerful humanoid floats in the air on a nimbus of pearly light. He grips a golden starknife in one hand.
Archon, Star CR 19
LG Large outsider (archon, extraplanar, good, lawful)
Init +8; Senses darkvision 60 ft., low-light vision, detect evil, true seeing; Perception +29; Aura aura of courage, aura of menace (DC 27), magic circle against evil
AC 34, touch 11, flat-footed 32 (+9 armor, +1 Dex, +1 dodge, +12 natural, +2 shield, –1 size) (+2 deflection vs. evil)
hp 294 (19d10+190); regeneration 10 (evil weapons and effects)
Fort +21, Ref +17, Will +15; +4 vs. poison
Defensive Abilities explosive rebirth; DR 10/evil; Immune electricity, fire, charm, compulsion, fear, petrification; SR 30
Speed 40 ft., fly 120 ft. (good); 30 ft. (fly 90 ft.) in armor
Melee +5 holy starknife +29/+24/+19/+14 (1d6+12/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks smite evil 1/day (+6 attack and AC, +19 damage)
Spell-Like Abilities (CL 19th; concentration +25)
Constant—detect evil, magic circle against evil, true seeing
At will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message, sunbeam (DC 23)
1/day—meteor swarm (DC 25), polar ray (DC 24), prismatic spray (DC 23), sunburst (DC 24)
Cleric Spells Prepared (CL 19th; concentration +26)
9th—implosion (DC 26), mass heal, miracle
8th—dimensional lock, fire storm (DC 25), holy aura (DC 25)
7th—destruction (2, DC 24), holy word (2, DC 24), resurrection
6th—greater dispel magic, heal, mass cure moderate wounds (3)
5th—break enchantment (2), breath of life (2), flame strike (DC 22)
4th—cure critical wounds (3), death ward, divine power
3rd—cure serious wounds (3), dispel magic (2), invisibility purge
2nd—cure moderate wounds (4), eagle’s splendor, status
1st—cure light wounds (4), divine favor, sanctuary (DC 18)
0 (at will)—guidance, resistance, stabilize, virtue
Str 24, Dex 19, Con 31, Int 20, Wis 24, Cha 23
Base Atk +19; CMB +27; CMD 42
Feats Blind-Fight, Cleave, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Power Attack, Stand Still
Skills Diplomacy +28, Fly +20, Heal +16, Intimidate +28, Knowledge (arcana and engineering) +14, Knowledge (history and nature) +18, Knowledge (religion) +24, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +14, Survival +17
Languages Celestial, Draconic, Infernal; truespeech
When killed, a star archon explodes in a blinding flash of energy that deals 50 points of damage (half fire, half holy damage) to anything within 100 feet (Reflex DC 29 half). The save DC is Constitution-based. The slain archon reincarnates 1d4 rounds later as an advanced shield archon.
Environment any (Heaven)
Organization solitary or pair
Treasure (full plate, heavy steel shield, +5 holy starknife)
Star archons are the tacticians and strategists of Heaven. Gifted with insight and powerful magic, they spend much of their time steering long-term plans for Heaven’s armies and good folk in the world.
Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.