Wheel ArchonCreature 16
Source Pathfinder #183: Field of Maidens
Perception +28 (darkvision, truesight (precise) 60 feet, discern lies)
Languages Diabolic, Draconic, Empyrean, Tongues
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; Fort +26; Reflex +31; Will +28; +1 status to all saves vs. magic
HP 230
Speed 0 feet (fly 50 feet)
Weaknesses Unholy 15
Slam
+30 (+25, +20) to hit (holy, magical, unarmed) 3d12+14 BludgeoningTongue of Flame
+33 (+28, +23) to hit (fire, good, holy, magical) 3d4+8 FireConstant 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.
+1 Status to All Saves vs. MagicAll-Knowing Eyes (aura, divine, mental, visual)30 feet. When a creature ends its turn in the 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. On a failed saving throw, a creature that is currently disguised or in a shape other than its true form also becomes Stupefied 1 until the end of its next turn.
Fiery Spokes
(divine, fire, good, holy)The wheel archon 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 (DC 37 reflex). The wheel archon can't use Fiery Spokes for 1d4 rounds.
Focus Gaze
(concentrate, divine, mental, visual)The wheel archon fixes its gaze on a creature they can see within 30 feet. The target must immediately attempt a DC 37 will save against the wheel archon's all-knowing eyes. If the creature is under any magical effect that disguises it or has altered its shape, the wheel archon attempts to counter that magical disguise effect (counteract +29, 8th level). After attempting its save, the creature is then temporarily immune until the start of the wheel archon's next turn.
Divine Innate Spells (DC 37, +29 to hit)
4th Level: Discern Lies (Constant), Divine Wrath
5th Level: Flame Strike, Prying Eye, Tongues (Constant)
6th Level: True Seeing (Constant), Zealous Conviction
7th Level: Divine Decree
8th Level: Antimagic Field
Among the most terrifying archons to behold, and easily the most difficult for mortals to comprehend, is the wheel archon, so named for its appearance as a flying, armor-plated wheel of fire with eyes on each spoke. Wheel archons often serve as messengers or harbingers for the armies of heaven, as their stubborn, indomitable natures make them ill-suited for missions requiring diplomacy or tact. Indeed, they have a legendary intolerance and single-mindedness in the pursuit of the punishment of evil.
Wheel archons can't tolerate deceit and easily see through lies. The sensation of this celestial being's divine eyes all fixing upon a single target is usually enough to encourage honesty, but when a wheel archon detects a falsehood, their righteous wrath takes over and they mete out punishment to sinners without quarter.
Traits
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.
ArchonMembers of this family of celestials are the protectors of Heaven and are typically holy. They have darkvision and a weakness to unholy.
CelestialCreatures 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.
HolyEffects 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.