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AesraCreature 7


MediumArchonCelestialHoly
Source Pathfinder Monster Core
Perception +15 (darkvision)
Languages Diabolic, Draconic, Empyrean, Utopian, Truespeech
Skills Acrobatics +13, Arcana +14, Diplomacy +16, Intimidation +16, Religion +13, Survival +14
Str +5, Dex +2, Con +4, Int +1, Wis +2, Cha +5

AC 27 all-around vision; Fort +17; Reflex +11; Will +15; +1 status to all saves vs. magic
HP 100
Speed 30 feet (fly 60 feet)
Immunities fear effects
Weaknesses Unholy 10
Resistances Fire 15

Flame of Justice One Action +18 (+13, +8) to hit (holy, magical, versatile p) 1d6 Fire + 2d10+5 Slashing
Flame of Justice One Action +15 (+10, +5) to hit (holy, magical, versatile p) 1d6 Fire + 2d10+5 Slashing

At-Will Spells

The monster can cast its at-will spells any number of times without using up spell slots.

Constant Spells

A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.

All-Around Vision

This monster can see in all directions simultaneously and therefore can't be flanked.

+1 Status to All Saves vs. MagicArchon's Protection Reaction

Trigger An enemy damages the archon's ally and both are within 15 feet of the archon


Effect The ally gains resistance 10 to all damage against the triggering damage and the archon can make a Strike against the enemy.

Flame of Justice (divine, holy)

An aesra's spirit of righteousness manifests as a two-handed sword of fire. If disarmed or thrown as a ranged weapon, the flame of justice vanishes after landing or dealing damage and reappears in the aesra's hands again instantly. On a critical hit, the target also takes 2d6 persistent,fire damage.

Flaming Slash Two Actions (divine, fire, holy, manipulate)

The aesra sweeps their sword, creating a 15-foot cone of sacred flame that deals 5d6 fire damage with a DC 23 reflex save.

Maintain Formation

When an aesra casts Translocate, they can bring an adjacent willing archon along with them. That archon appears in an empty space adjacent to the aesra's new space.


Divine Innate Spells (DC 24, +16 to hit)

Cantrips (4th Level): Light, Message
1st Level: Sure Strike
4th Level: Translocate (At Will)
5th Level: Truespeech (Constant)


Despite their flaming blades and ring of unblinking eyes, aesras are the diplomats of peace among the archons, preferring justice via compromise and mutual benefit rather than justice by the sword. Nonetheless, when forced to fight against fiendish powers aesras don't hesitate in battle, mounting offensives under divine commanders like Iomedae.


Archons are guardians of Heaven and enemies of corruption. Before gods and their servants set foot in the celestial planes, archons already resided in Heaven, the original inhabitants of the realm. Upon meeting, the archons and divine angels quickly discovered they were of a kind, holding justice and righteousness in their hearts. An alliance was formed, and archons now serve as stalwart allies to all celestials and mortals they find worthy.

While the first archons coalesced from the immense seven-tiered mountain of Heaven, they choose willing and worthy Heaven-bound souls to join their ranks. These mortals hear and answer the call of a mysterious voice, manifesting in the Garden at the mountain's peak. There they swear to forever serve the cause of justice and transform into their new archon forms.

Though deeply concerned with defending mortal life and willing to sacrifice themselves in battle against fiends, archons often feel rote and inscrutable to others, and their forms can border on frightening and bizarre. For this reason, they often have issues with interacting with mortals, or with the free spirited azatas. Despite this, archons draw great strength from others, especially those who exemplify virtue.

Beyond their celestial allies, archons also maintain ancient ties with aeons. The inscrutable factions can still be seen working together to defend longforgotten secrets and enforce rules that predate mortal life. Archons explain these missions as necessary without further elaboration, leaving even their angelic allies frustrated with archons' obstinance.


Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Archon

Members of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.

Celestial

Creatures that hail from or have a strong connection to the holy planes are called celestials. Celestials can survive the basic environmental effects of planes in the Outer Sphere.

Holy

Effects with the holy trait are tied to powerful magical forces of benevolence and virtue. They often have stronger effects on unholy creatures. Creatures with this trait are strongly devoted to holy causes and often have weakness to unholy. If a creature with weakness to holy uses a holy item or effect, it takes damage from its weakness.