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GiyleaCreature 16


RareHugeArchonCelestialHoly
Source Pathfinder Monster Core
Perception +28 (darkvision, truesight (precise) 60 feet)
Languages Diabolic, Draconic, Empyrean, Utopian, Truespeech
Skills Lore +29, Acrobatics +31, Athletics +30, Intimidation +29, Religion +28
Str +6, Dex +9, Con +6, Int +5, Wis +6, Cha +3

AC 41 all-around vision; Fort +26; Reflex +31; Will +28; +1 status to all saves vs. magic
HP 230
Speed 0 feet (fly 50 feet)
Immunities fear effects
Weaknesses Unholy 15

Slam One Action +30 (+25, +20) to hit (holy, magical, unarmed) 1d6 Fire + 3d12+14 Bludgeoning
Tongue of Flame One Action +33 (+28, +23) to hit (fire, holy, magical) 7d6 Fire

All-Around Vision

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

+1 Status to All Saves vs. MagicAll-Knowing Eyes (aura, divine, mental, visual)

30 feet.

When a creature ends its turn in the giylea's aura, it must attempt a DC 34 will save. If the creature fails, any Deception check it attempts until the end of its next turn has its result reduced by one degree of success. If a creature is currently disguised or in a shape other than its true form when it fails its save, it also becomes Stupefied 1 until the end of its next turn.

Archon'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 20 to all damage against the triggering damage and the archon can make a Strike against the enemy.

Fiery Spokes Two Actions (divine, fire, holy, spirit)

The giylea spins furiously, emitting a rain of divine fire. All creatures in a 60-foot emanation take (12d6)[fire],(5d6) spirit12d6 fire damage and 5d6 spirit damage with a DC 37 reflex save. The giylea can't use Fiery Spokes for 1d4 rounds.

Focus Gaze One Action (concentrate, divine, mental, visual)

The giylea fixes their gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 will save against the giylea's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the giylea attempts to counter that magical disguise effect (counteract +29, 8th rank). After attempting its save, the creature is then temporarily immune until the start of the giylea's next turn.


Divine Innate Spells (DC 37, +29 to hit)

3rd Level: Ring of Truth (At Will), Ring of Truth (Constant)
4th Level: Divine Wrath
5th Level: Divine Immolation, Scouting Eye, Truespeech (Constant)
6th Level: Truesight (Constant), Zealous Conviction
7th Level: Divine Decree
9th Level: Detonate Magic


Giyleas are known as wheel archons, named for their appearance as a flying, armor-plated wheel of fire with eyes on each spoke. They often serve as advisors due to their ability to see through lies, and they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil.


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

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

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.