Sword Archon
Large Outsider (Archon, Extraplanar, Good, lawful) — CR 11
Sword Archon is a D&D 3.5 monster from —. CR 11, HD 11d8+22 (71 hp).
- Hit Dice
- 11d8+22 (71 hp)
- Initiative
- +7
- Speed
- land 40 ft, 40 ft., fly 90 ft. (good)
- Base Attack / Grapple
- +11/+22
- Attack
- Armblade +20 melee
- Full Attack
- 2 armblades +20 melee
- STR
- 25
- DEX
- 17
- CON
- 14
- INT
- 12
- WIS
- 14
- CHA
- 17
- Fort / Ref / Will
- +9 / +10 / +9
- Challenge Rating
- 11
- Alignment
- Always Lawful Good
- Organization
- Solitary, pair, or squad (3-5)
- Treasure
- No coins; double goods; standard items
- Level Adjustment
- +9
- Spell Resistance
- 26
Special Abilities
ArmbladesDiscorporating DiveAura of MenaceMagic Circle against EvilTeleportTongues
Feats
Description
A sword archon's natural weapons, as well as any weapons it wields, are treated as having the good and lawful alignments for the purpose of overcoming damage reduction.
Sword archons can shift back to their "normal" hands as a free action. The armblades cannot be disarmed or sundered, and they automatically assume limb form upon the archon's death.
Resolve a flying charge as normal. If the archon fails to damage its opponent, the discorporating dive attack is wasted. If damaged, however, the target must make a DC 17 Fortitude save. Those who succeed on the Fortitude save suffer no further effect beyond the damage of the attack.
If the save fails, the attack utterly annihilates the victim's body, killing it instantly. Further, the victim's soul is bound to a great prison in the Seven Heavens of Celestia, where it remains until the archons that manage the celestial donjon see fit to release it. Release generally involves bartering with a throne archon, with some quest for the cause of law and goodness being the most common price. Such agents of Heaven never release the soul of an unredeemed evil creature.
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).
Darkvision out to 60 feet and low-light vision.
Immunity to electricity and petrification.
+4 racial bonus on saves against poison.
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).