Archon, Trumpet

Medium Outsider (Archon, Extraplanar, Good, Lawful) — CR 14

Monster Manual v.3.5 (MM), p. 183.5
Hit Dice
12d8+72 (126 hp)
Initiative
+7
Speed
Land 40 ft
Armor Class
27, touch 13, flat-footed 24
Base Attack / Grapple
+12/+17
Attack
+4 greatsword +21 melee (2d6+11/19-20)
Full Attack
+4 greatsword +21/+16/+11 melee (2d6+11/19-20)
STR
20
DEX
17
CON
23
INT
16
WIS
16
CHA
16
Fort / Ref / Will
+14 / +11 / +11
Challenge Rating
14
Alignment
Always Lawful-Good
Organization
Solitary, pair, or squad (3–5)
Treasure
No coins; double goods; standard items
Environment
Seven Mounting Heavens of Celestia
Level Adjustment
+8
Spell Resistance
29
Caster Level
17

Special Abilities

Spell-Like AbilitiesTrumpetSpellsDamage ReductionAura of MenaceDarkvisionImmunity to ElectricityImmunity to PetrificationMagic Circle Against EvilSpell ResistanceTeleportTongues

Feats

Appearing as a green, winged elf of supernatural goodness and beauty, the creature raises a massive silver trumpet and sounds a blast of piercing, soul-wrenching music.

Description

Trumpet archons serve as celestial messengers and heralds, though their martial skills are considerable. Each carries a gleaming silver trumpet about 6 feet long.

Combat

Archons never attack without provocation (though their overwhelming lawful goodness often makes them easily provoked). They avoid harming other good creatures if they can, using nondamaging spells or weapon attacks that deal nonlethal damage if possible. An angry archon can be vengeance itself, however, no matter what the foe’s alignment is.

Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and-run tactics or standing off and engaging a foe with magic before moving into melee).

A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.

A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Aura of Menace (Su): Will DC 21 negates. 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 the 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.

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.)

Spell-Like Abilities: At will—detect evil, continual flame, message. Caster level 12th.

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.

Saves: +4 racial bonus on saves against poison.

Spells: Trumpet archons can cast divine spells as 14th-level clerics. A trumpet archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; DC 13 + spell level): 0—detect magic, light, purify food and drink, read magic, resistance (2); 1st—bless (2), divine favor (2), protection from chaos, sanctuary, shield of faith; 2nd—aid, bull’s strength (2), consecrate, lesser restoration, owl’s wisdom (2); 3rd—daylight, invisibility purge, magic circle against chaos, magic vestment, protection from energy (2); 4th—dismissal, divine power, holy smite, neutralize poison, spell immunity; 5th—dispel evil, mass cure light wounds, plane shift, raise dead; 6th—blade barrier, banishment, heal, undeath to death; 7th—dictum*, holy word, mass cure serious wounds.

*Domain spell. Domains: Good and Law.

Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.

If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.